SoftwareRenderer.js 36 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. parameters = parameters || {};
  9. var canvas = parameters.canvas !== undefined
  10. ? parameters.canvas
  11. : document.createElement( 'canvas' );
  12. var context = canvas.getContext( '2d', {
  13. alpha: parameters.alpha === true
  14. } );
  15. var shaders = {};
  16. var textures = {};
  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 clearAlpha = parameters.alpha === true ? 0 : 1;
  23. var imagedata, data, zbuffer;
  24. var numBlocks, blockMaxZ, blockFlags;
  25. var BLOCK_ISCLEAR = ( 1 << 0 );
  26. var BLOCK_NEEDCLEAR = ( 1 << 1 );
  27. var subpixelBits = 4;
  28. var subpixelBias = ( 1 << subpixelBits ) - 1;
  29. var blockShift = 3;
  30. var blockSize = 1 << blockShift;
  31. var maxZVal = ( 1 << 24 ); // Note: You want to size this so you don't get overflows.
  32. var lineMode = false;
  33. var lookVector = new THREE.Vector3( 0, 0, 1 );
  34. var crossVector = new THREE.Vector3();
  35. var rectx1 = Infinity, recty1 = Infinity;
  36. var rectx2 = 0, recty2 = 0;
  37. var prevrectx1 = Infinity, prevrecty1 = Infinity;
  38. var prevrectx2 = 0, prevrecty2 = 0;
  39. var projector = new THREE.Projector();
  40. var spriteV1 = new THREE.Vector4();
  41. var spriteV2 = new THREE.Vector4();
  42. var spriteV3 = new THREE.Vector4();
  43. var spriteUV1 = new THREE.Vector2();
  44. var spriteUV2 = new THREE.Vector2();
  45. var spriteUV3 = new THREE.Vector2();
  46. var mpVPool = [];
  47. var mpVPoolCount = 0;
  48. var mpNPool = [];
  49. var mpNPoolCount = 0;
  50. var mpUVPool = [];
  51. var mpUVPoolCount = 0;
  52. var _this = this;
  53. this.domElement = canvas;
  54. this.autoClear = true;
  55. this.setClearColor = function ( color, alpha ) {
  56. clearColor.set( color );
  57. clearAlpha = alpha;
  58. clearColorBuffer( clearColor );
  59. };
  60. this.setPixelRatio = function () {};
  61. this.setSize = function ( width, height ) {
  62. canvasWBlocks = Math.floor( width / blockSize );
  63. canvasHBlocks = Math.floor( height / blockSize );
  64. canvasWidth = canvasWBlocks * blockSize;
  65. canvasHeight = canvasHBlocks * blockSize;
  66. var fixScale = 1 << subpixelBits;
  67. viewportXScale = fixScale * canvasWidth / 2;
  68. viewportYScale = - fixScale * canvasHeight / 2;
  69. viewportZScale = maxZVal / 2;
  70. viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
  71. viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
  72. viewportZOffs = maxZVal / 2 + 0.5;
  73. canvas.width = canvasWidth;
  74. canvas.height = canvasHeight;
  75. imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
  76. data = imagedata.data;
  77. zbuffer = new Int32Array( data.length / 4 );
  78. numBlocks = canvasWBlocks * canvasHBlocks;
  79. blockMaxZ = new Int32Array( numBlocks );
  80. blockFlags = new Uint8Array( numBlocks );
  81. for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
  82. zbuffer[ i ] = maxZVal;
  83. }
  84. for ( var i = 0; i < numBlocks; i ++ ) {
  85. blockFlags[ i ] = BLOCK_ISCLEAR;
  86. }
  87. clearColorBuffer( clearColor );
  88. };
  89. this.clear = function () {
  90. rectx1 = Infinity;
  91. recty1 = Infinity;
  92. rectx2 = 0;
  93. recty2 = 0;
  94. mpVPoolCount = 0;
  95. mpNPoolCount = 0;
  96. mpUVPoolCount = 0;
  97. for ( var i = 0; i < numBlocks; i ++ ) {
  98. blockMaxZ[ i ] = maxZVal;
  99. blockFlags[ i ] = ( blockFlags[ i ] & BLOCK_ISCLEAR ) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR;
  100. }
  101. };
  102. this.render = function ( scene, camera ) {
  103. // TODO: Check why autoClear can't be false.
  104. this.clear();
  105. var background = scene.background;
  106. if ( background && background.isColor ) {
  107. clearColorBuffer( background );
  108. }
  109. var renderData = projector.projectScene( scene, camera, false, false );
  110. var elements = renderData.elements;
  111. for ( var e = 0, el = elements.length; e < el; e ++ ) {
  112. var element = elements[ e ];
  113. var material = element.material;
  114. var shader = getMaterialShader( material );
  115. if ( ! shader ) continue;
  116. if ( element instanceof THREE.RenderableFace ) {
  117. if ( ! element.uvs ) {
  118. drawTriangle(
  119. element.v1.positionScreen,
  120. element.v2.positionScreen,
  121. element.v3.positionScreen,
  122. null, null, null,
  123. shader, element, material
  124. );
  125. } else {
  126. drawTriangle(
  127. element.v1.positionScreen,
  128. element.v2.positionScreen,
  129. element.v3.positionScreen,
  130. element.uvs[ 0 ], element.uvs[ 1 ], element.uvs[ 2 ],
  131. shader, element, material
  132. );
  133. }
  134. } else if ( element instanceof THREE.RenderableSprite ) {
  135. var scaleX = element.scale.x * 0.5;
  136. var scaleY = element.scale.y * 0.5;
  137. spriteV1.copy( element );
  138. spriteV1.x -= scaleX;
  139. spriteV1.y += scaleY;
  140. spriteV2.copy( element );
  141. spriteV2.x -= scaleX;
  142. spriteV2.y -= scaleY;
  143. spriteV3.copy( element );
  144. spriteV3.x += scaleX;
  145. spriteV3.y += scaleY;
  146. if ( material.map ) {
  147. spriteUV1.set( 0, 1 );
  148. spriteUV2.set( 0, 0 );
  149. spriteUV3.set( 1, 1 );
  150. drawTriangle(
  151. spriteV1, spriteV2, spriteV3,
  152. spriteUV1, spriteUV2, spriteUV3,
  153. shader, element, material
  154. );
  155. } else {
  156. drawTriangle(
  157. spriteV1, spriteV2, spriteV3,
  158. null, null, null,
  159. shader, element, material
  160. );
  161. }
  162. spriteV1.copy( element );
  163. spriteV1.x += scaleX;
  164. spriteV1.y += scaleY;
  165. spriteV2.copy( element );
  166. spriteV2.x -= scaleX;
  167. spriteV2.y -= scaleY;
  168. spriteV3.copy( element );
  169. spriteV3.x += scaleX;
  170. spriteV3.y -= scaleY;
  171. if ( material.map ) {
  172. spriteUV1.set( 1, 1 );
  173. spriteUV2.set( 0, 0 );
  174. spriteUV3.set( 1, 0 );
  175. drawTriangle(
  176. spriteV1, spriteV2, spriteV3,
  177. spriteUV1, spriteUV2, spriteUV3,
  178. shader, element, material
  179. );
  180. } else {
  181. drawTriangle(
  182. spriteV1, spriteV2, spriteV3,
  183. null, null, null,
  184. shader, element, material
  185. );
  186. }
  187. } else if ( element instanceof THREE.RenderableLine ) {
  188. var shader = getMaterialShader( material );
  189. drawLine(
  190. element.v1.positionScreen,
  191. element.v2.positionScreen,
  192. element.vertexColors[ 0 ],
  193. element.vertexColors[ 1 ],
  194. shader,
  195. material
  196. );
  197. }
  198. }
  199. finishClear();
  200. var x = Math.min( rectx1, prevrectx1 );
  201. var y = Math.min( recty1, prevrecty1 );
  202. var width = Math.max( rectx2, prevrectx2 ) - x;
  203. var height = Math.max( recty2, prevrecty2 ) - y;
  204. /*
  205. // debug; draw zbuffer
  206. for ( var i = 0, l = zbuffer.length; i < l; i++ ) {
  207. var o = i * 4;
  208. var v = (65535 - zbuffer[ i ]) >> 3;
  209. data[ o + 0 ] = v;
  210. data[ o + 1 ] = v;
  211. data[ o + 2 ] = v;
  212. data[ o + 3 ] = 255;
  213. }
  214. */
  215. if ( x !== Infinity ) {
  216. context.putImageData( imagedata, 0, 0, x, y, width, height );
  217. }
  218. prevrectx1 = rectx1; prevrecty1 = recty1;
  219. prevrectx2 = rectx2; prevrecty2 = recty2;
  220. };
  221. function getAlpha() {
  222. return parameters.alpha === true ? clearAlpha : 1;
  223. }
  224. function clearColorBuffer( color ) {
  225. var size = canvasWidth * canvasHeight * 4;
  226. for ( var i = 0; i < size; i += 4 ) {
  227. data[ i ] = color.r * 255 | 0;
  228. data[ i + 1 ] = color.g * 255 | 0;
  229. data[ i + 2 ] = color.b * 255 | 0;
  230. data[ i + 3 ] = getAlpha() * 255 | 0;
  231. }
  232. context.fillStyle = 'rgba(' + ( ( clearColor.r * 255 ) | 0 ) + ',' + ( ( clearColor.g * 255 ) | 0 ) + ',' + ( ( clearColor.b * 255 ) | 0 ) + ',' + getAlpha() + ')';
  233. context.fillRect( 0, 0, canvasWidth, canvasHeight );
  234. }
  235. function getPalette( material, bSimulateSpecular ) {
  236. var i = 0, j = 0;
  237. var diffuseR = material.color.r * 255;
  238. var diffuseG = material.color.g * 255;
  239. var diffuseB = material.color.b * 255;
  240. var palette = new Uint8Array( 256 * 3 );
  241. if ( bSimulateSpecular ) {
  242. while ( i < 204 ) {
  243. palette[ j ++ ] = Math.min( i * diffuseR / 204, 255 );
  244. palette[ j ++ ] = Math.min( i * diffuseG / 204, 255 );
  245. palette[ j ++ ] = Math.min( i * diffuseB / 204, 255 );
  246. ++ i;
  247. }
  248. while ( i < 256 ) {
  249. // plus specular highlight
  250. palette[ j ++ ] = Math.min( diffuseR + ( i - 204 ) * ( 255 - diffuseR ) / 82, 255 );
  251. palette[ j ++ ] = Math.min( diffuseG + ( i - 204 ) * ( 255 - diffuseG ) / 82, 255 );
  252. palette[ j ++ ] = Math.min( diffuseB + ( i - 204 ) * ( 255 - diffuseB ) / 82, 255 );
  253. ++ i;
  254. }
  255. } else {
  256. while ( i < 256 ) {
  257. palette[ j ++ ] = Math.min( i * diffuseR / 255, 255 );
  258. palette[ j ++ ] = Math.min( i * diffuseG / 255, 255 );
  259. palette[ j ++ ] = Math.min( i * diffuseB / 255, 255 );
  260. ++ i;
  261. }
  262. }
  263. return palette;
  264. }
  265. function basicMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
  266. var colorOffset = offset * 4;
  267. var texture = textures[ material.map.id ];
  268. if ( ! texture.data ) return;
  269. var tdim = texture.width;
  270. var isTransparent = material.transparent;
  271. var tbound = tdim - 1;
  272. var tdata = texture.data;
  273. var tIndex = ( ( ( v * tdim ) & tbound ) * tdim + ( ( u * tdim ) & tbound ) ) * 4;
  274. if ( ! isTransparent ) {
  275. buffer[ colorOffset ] = tdata[ tIndex ];
  276. buffer[ colorOffset + 1 ] = tdata[ tIndex + 1 ];
  277. buffer[ colorOffset + 2 ] = tdata[ tIndex + 2 ];
  278. buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
  279. depthBuf[ offset ] = depth;
  280. } else {
  281. var srcR = tdata[ tIndex ];
  282. var srcG = tdata[ tIndex + 1 ];
  283. var srcB = tdata[ tIndex + 2 ];
  284. var opaci = tdata[ tIndex + 3 ] * material.opacity / 255;
  285. var destR = buffer[ colorOffset ];
  286. var destG = buffer[ colorOffset + 1 ];
  287. var destB = buffer[ colorOffset + 2 ];
  288. buffer[ colorOffset ] = ( srcR * opaci + destR * ( 1 - opaci ) );
  289. buffer[ colorOffset + 1 ] = ( srcG * opaci + destG * ( 1 - opaci ) );
  290. buffer[ colorOffset + 2 ] = ( srcB * opaci + destB * ( 1 - opaci ) );
  291. buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
  292. // Only opaue pixls write to the depth buffer
  293. if ( buffer[ colorOffset + 3 ] == 255 ) depthBuf[ offset ] = depth;
  294. }
  295. }
  296. function lightingMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
  297. var colorOffset = offset * 4;
  298. var texture = textures[ material.map.id ];
  299. if ( ! texture.data ) return;
  300. var tdim = texture.width;
  301. var isTransparent = material.transparent;
  302. var cIndex = ( n > 0 ? ( ~ ~ n ) : 0 ) * 3;
  303. var tbound = tdim - 1;
  304. var tdata = texture.data;
  305. var tIndex = ( ( ( v * tdim ) & tbound ) * tdim + ( ( u * tdim ) & tbound ) ) * 4;
  306. if ( ! isTransparent ) {
  307. buffer[ colorOffset ] = ( material.palette[ cIndex ] * tdata[ tIndex ] ) >> 8;
  308. buffer[ colorOffset + 1 ] = ( material.palette[ cIndex + 1 ] * tdata[ tIndex + 1 ] ) >> 8;
  309. buffer[ colorOffset + 2 ] = ( material.palette[ cIndex + 2 ] * tdata[ tIndex + 2 ] ) >> 8;
  310. buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
  311. depthBuf[ offset ] = depth;
  312. } else {
  313. var foreColorR = material.palette[ cIndex ] * tdata[ tIndex ];
  314. var foreColorG = material.palette[ cIndex + 1 ] * tdata[ tIndex + 1 ];
  315. var foreColorB = material.palette[ cIndex + 2 ] * tdata[ tIndex + 2 ];
  316. var opaci = tdata[ tIndex + 3 ] * material.opacity / 256;
  317. var destR = buffer[ colorOffset ];
  318. var destG = buffer[ colorOffset + 1 ];
  319. var destB = buffer[ colorOffset + 2 ];
  320. buffer[ colorOffset ] = foreColorR * opaci + destR * ( 1 - opaci );
  321. buffer[ colorOffset + 1 ] = foreColorG * opaci + destG * ( 1 - opaci );
  322. buffer[ colorOffset + 2 ] = foreColorB * opaci + destB * ( 1 - opaci );
  323. buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
  324. // Only opaue pixls write to the depth buffer
  325. if ( buffer[ colorOffset + 3 ] == 255 ) depthBuf[ offset ] = depth;
  326. }
  327. }
  328. function getMaterialShader( material ) {
  329. var id = material.id;
  330. var shader = shaders[ id ];
  331. if ( shader && material.map && ! textures[ material.map.id ] ) delete shaders[ id ];
  332. if ( shaders[ id ] === undefined || material.needsUpdate === true ) {
  333. if ( material instanceof THREE.MeshBasicMaterial ||
  334. material instanceof THREE.MeshLambertMaterial ||
  335. material instanceof THREE.MeshPhongMaterial ||
  336. material instanceof THREE.SpriteMaterial ) {
  337. if ( material instanceof THREE.MeshLambertMaterial ) {
  338. // Generate color palette
  339. if ( ! material.palette ) {
  340. material.palette = getPalette( material, false );
  341. }
  342. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  343. // Generate color palette
  344. if ( ! material.palette ) {
  345. material.palette = getPalette( material, true );
  346. }
  347. }
  348. var string;
  349. if ( material.map ) {
  350. var texture = new THREE.SoftwareRenderer.Texture();
  351. texture.fromImage( material.map.image );
  352. if ( ! texture.data ) return;
  353. textures[ material.map.id ] = texture;
  354. if ( material instanceof THREE.MeshBasicMaterial
  355. || material instanceof THREE.SpriteMaterial ) {
  356. shader = basicMaterialShader;
  357. } else {
  358. shader = lightingMaterialShader;
  359. }
  360. } else {
  361. if ( material.vertexColors === THREE.FaceColors || material.vertexColors === THREE.VertexColors ) {
  362. string = [
  363. 'var colorOffset = offset * 4;',
  364. 'buffer[ colorOffset ] = face.color.r * 255;',
  365. 'buffer[ colorOffset + 1 ] = face.color.g * 255;',
  366. 'buffer[ colorOffset + 2 ] = face.color.b * 255;',
  367. 'buffer[ colorOffset + 3 ] = material.opacity * 255;',
  368. 'depthBuf[ offset ] = depth;'
  369. ].join( '\n' );
  370. } else {
  371. string = [
  372. 'var colorOffset = offset * 4;',
  373. 'buffer[ colorOffset ] = material.color.r * 255;',
  374. 'buffer[ colorOffset + 1 ] = material.color.g * 255;',
  375. 'buffer[ colorOffset + 2 ] = material.color.b * 255;',
  376. 'buffer[ colorOffset + 3 ] = material.opacity * 255;',
  377. 'depthBuf[ offset ] = depth;'
  378. ].join( '\n' );
  379. }
  380. shader = new Function( 'buffer, depthBuf, offset, depth, u, v, n, face, material', string );
  381. }
  382. } else if ( material instanceof THREE.LineBasicMaterial ) {
  383. var string = [
  384. 'var colorOffset = offset * 4;',
  385. 'buffer[ colorOffset ] = material.color.r * (color1.r+color2.r) * 0.5 * 255;',
  386. 'buffer[ colorOffset + 1 ] = material.color.g * (color1.g+color2.g) * 0.5 * 255;',
  387. 'buffer[ colorOffset + 2 ] = material.color.b * (color1.b+color2.b) * 0.5 * 255;',
  388. 'buffer[ colorOffset + 3 ] = 255;',
  389. 'depthBuf[ offset ] = depth;'
  390. ].join( '\n' );
  391. shader = new Function( 'buffer, depthBuf, offset, depth, color1, color2, material', string );
  392. } else {
  393. var string = [
  394. 'var colorOffset = offset * 4;',
  395. 'buffer[ colorOffset ] = u * 255;',
  396. 'buffer[ colorOffset + 1 ] = v * 255;',
  397. 'buffer[ colorOffset + 2 ] = 0;',
  398. 'buffer[ colorOffset + 3 ] = 255;',
  399. 'depthBuf[ offset ] = depth;'
  400. ].join( '\n' );
  401. shader = new Function( 'buffer, depthBuf, offset, depth, u, v, n, face, material', string );
  402. }
  403. shaders[ id ] = shader;
  404. material.needsUpdate = false;
  405. }
  406. return shader;
  407. }
  408. /*
  409. function clearRectangle( x1, y1, x2, y2 ) {
  410. var xmin = Math.max( Math.min( x1, x2 ), 0 );
  411. var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
  412. var ymin = Math.max( Math.min( y1, y2 ), 0 );
  413. var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
  414. var offset = ( xmin + ymin * canvasWidth ) * 4 + 3;
  415. var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
  416. for ( var y = ymin; y < ymax; y ++ ) {
  417. for ( var x = xmin; x < xmax; x ++ ) {
  418. data[ offset += 4 ] = 0;
  419. }
  420. offset += linestep;
  421. }
  422. }
  423. */
  424. function drawTriangle( v1, v2, v3, uv1, uv2, uv3, shader, face, material ) {
  425. // TODO: Implement per-pixel z-clipping
  426. if ( v1.z < - 1 || v1.z > 1 || v2.z < - 1 || v2.z > 1 || v3.z < - 1 || v3.z > 1 ) return;
  427. // https://gist.github.com/2486101
  428. // explanation: http://pouet.net/topic.php?which=8760&page=1
  429. var fixscale = ( 1 << subpixelBits );
  430. // 28.4 fixed-point coordinates
  431. var x1 = ( v1.x * viewportXScale + viewportXOffs ) | 0;
  432. var x2 = ( v2.x * viewportXScale + viewportXOffs ) | 0;
  433. var x3 = ( v3.x * viewportXScale + viewportXOffs ) | 0;
  434. var y1 = ( v1.y * viewportYScale + viewportYOffs ) | 0;
  435. var y2 = ( v2.y * viewportYScale + viewportYOffs ) | 0;
  436. var y3 = ( v3.y * viewportYScale + viewportYOffs ) | 0;
  437. var bHasNormal = face.vertexNormalsModel && face.vertexNormalsModel.length;
  438. var bHasUV = uv1 && uv2 && uv3;
  439. var longestSide = Math.max(
  440. Math.sqrt( ( x1 - x2 ) * ( x1 - x2 ) + ( y1 - y2 ) * ( y1 - y2 ) ),
  441. Math.sqrt( ( x2 - x3 ) * ( x2 - x3 ) + ( y2 - y3 ) * ( y2 - y3 ) ),
  442. Math.sqrt( ( x3 - x1 ) * ( x3 - x1 ) + ( y3 - y1 ) * ( y3 - y1 ) )
  443. );
  444. if ( ! ( face instanceof THREE.RenderableSprite ) && ( longestSide > 100 * fixscale ) ) {
  445. // 1
  446. // |\
  447. // |a\
  448. // |__\
  449. // |\c|\
  450. // |b\|d\
  451. // |__\__\
  452. // 2 3
  453. var tempFace = { vertexNormalsModel: [], color: face.color };
  454. var mpUV12, mpUV23, mpUV31;
  455. if ( bHasUV ) {
  456. if ( mpUVPoolCount === mpUVPool.length ) {
  457. mpUV12 = new THREE.Vector2();
  458. mpUVPool.push( mpUV12 );
  459. ++ mpUVPoolCount;
  460. mpUV23 = new THREE.Vector2();
  461. mpUVPool.push( mpUV23 );
  462. ++ mpUVPoolCount;
  463. mpUV31 = new THREE.Vector2();
  464. mpUVPool.push( mpUV31 );
  465. ++ mpUVPoolCount;
  466. } else {
  467. mpUV12 = mpUVPool[ mpUVPoolCount ];
  468. ++ mpUVPoolCount;
  469. mpUV23 = mpUVPool[ mpUVPoolCount ];
  470. ++ mpUVPoolCount;
  471. mpUV31 = mpUVPool[ mpUVPoolCount ];
  472. ++ mpUVPoolCount;
  473. }
  474. var weight;
  475. weight = ( 1 + v2.z ) * ( v2.w / v1.w ) / ( 1 + v1.z );
  476. mpUV12.copy( uv1 ).multiplyScalar( weight ).add( uv2 ).multiplyScalar( 1 / ( weight + 1 ) );
  477. weight = ( 1 + v3.z ) * ( v3.w / v2.w ) / ( 1 + v2.z );
  478. mpUV23.copy( uv2 ).multiplyScalar( weight ).add( uv3 ).multiplyScalar( 1 / ( weight + 1 ) );
  479. weight = ( 1 + v1.z ) * ( v1.w / v3.w ) / ( 1 + v3.z );
  480. mpUV31.copy( uv3 ).multiplyScalar( weight ).add( uv1 ).multiplyScalar( 1 / ( weight + 1 ) );
  481. }
  482. var mpV12, mpV23, mpV31;
  483. if ( mpVPoolCount === mpVPool.length ) {
  484. mpV12 = new THREE.Vector4();
  485. mpVPool.push( mpV12 );
  486. ++ mpVPoolCount;
  487. mpV23 = new THREE.Vector4();
  488. mpVPool.push( mpV23 );
  489. ++ mpVPoolCount;
  490. mpV31 = new THREE.Vector4();
  491. mpVPool.push( mpV31 );
  492. ++ mpVPoolCount;
  493. } else {
  494. mpV12 = mpVPool[ mpVPoolCount ];
  495. ++ mpVPoolCount;
  496. mpV23 = mpVPool[ mpVPoolCount ];
  497. ++ mpVPoolCount;
  498. mpV31 = mpVPool[ mpVPoolCount ];
  499. ++ mpVPoolCount;
  500. }
  501. mpV12.copy( v1 ).add( v2 ).multiplyScalar( 0.5 );
  502. mpV23.copy( v2 ).add( v3 ).multiplyScalar( 0.5 );
  503. mpV31.copy( v3 ).add( v1 ).multiplyScalar( 0.5 );
  504. var mpN12, mpN23, mpN31;
  505. if ( bHasNormal ) {
  506. if ( mpNPoolCount === mpNPool.length ) {
  507. mpN12 = new THREE.Vector3();
  508. mpNPool.push( mpN12 );
  509. ++ mpNPoolCount;
  510. mpN23 = new THREE.Vector3();
  511. mpNPool.push( mpN23 );
  512. ++ mpNPoolCount;
  513. mpN31 = new THREE.Vector3();
  514. mpNPool.push( mpN31 );
  515. ++ mpNPoolCount;
  516. } else {
  517. mpN12 = mpNPool[ mpNPoolCount ];
  518. ++ mpNPoolCount;
  519. mpN23 = mpNPool[ mpNPoolCount ];
  520. ++ mpNPoolCount;
  521. mpN31 = mpNPool[ mpNPoolCount ];
  522. ++ mpNPoolCount;
  523. }
  524. mpN12.copy( face.vertexNormalsModel[ 0 ] ).add( face.vertexNormalsModel[ 1 ] ).normalize();
  525. mpN23.copy( face.vertexNormalsModel[ 1 ] ).add( face.vertexNormalsModel[ 2 ] ).normalize();
  526. mpN31.copy( face.vertexNormalsModel[ 2 ] ).add( face.vertexNormalsModel[ 0 ] ).normalize();
  527. }
  528. // a
  529. if ( bHasNormal ) {
  530. tempFace.vertexNormalsModel[ 0 ] = face.vertexNormalsModel[ 0 ];
  531. tempFace.vertexNormalsModel[ 1 ] = mpN12;
  532. tempFace.vertexNormalsModel[ 2 ] = mpN31;
  533. }
  534. drawTriangle( v1, mpV12, mpV31, uv1, mpUV12, mpUV31, shader, tempFace, material );
  535. // b
  536. if ( bHasNormal ) {
  537. tempFace.vertexNormalsModel[ 0 ] = face.vertexNormalsModel[ 1 ];
  538. tempFace.vertexNormalsModel[ 1 ] = mpN23;
  539. tempFace.vertexNormalsModel[ 2 ] = mpN12;
  540. }
  541. drawTriangle( v2, mpV23, mpV12, uv2, mpUV23, mpUV12, shader, tempFace, material );
  542. // c
  543. if ( bHasNormal ) {
  544. tempFace.vertexNormalsModel[ 0 ] = mpN12;
  545. tempFace.vertexNormalsModel[ 1 ] = mpN23;
  546. tempFace.vertexNormalsModel[ 2 ] = mpN31;
  547. }
  548. drawTriangle( mpV12, mpV23, mpV31, mpUV12, mpUV23, mpUV31, shader, tempFace, material );
  549. // d
  550. if ( bHasNormal ) {
  551. tempFace.vertexNormalsModel[ 0 ] = face.vertexNormalsModel[ 2 ];
  552. tempFace.vertexNormalsModel[ 1 ] = mpN31;
  553. tempFace.vertexNormalsModel[ 2 ] = mpN23;
  554. }
  555. drawTriangle( v3, mpV31, mpV23, uv3, mpUV31, mpUV23, shader, tempFace, material );
  556. return;
  557. }
  558. // Z values (.28 fixed-point)
  559. var z1 = ( v1.z * viewportZScale + viewportZOffs ) | 0;
  560. var z2 = ( v2.z * viewportZScale + viewportZOffs ) | 0;
  561. var z3 = ( v3.z * viewportZScale + viewportZOffs ) | 0;
  562. // UV values
  563. var bHasUV = false;
  564. var tu1, tv1, tu2, tv2, tu3, tv3;
  565. if ( uv1 && uv2 && uv3 ) {
  566. bHasUV = true;
  567. tu1 = uv1.x;
  568. tv1 = 1 - uv1.y;
  569. tu2 = uv2.x;
  570. tv2 = 1 - uv2.y;
  571. tu3 = uv3.x;
  572. tv3 = 1 - uv3.y;
  573. }
  574. // Normal values
  575. var n1, n2, n3, nz1, nz2, nz3;
  576. if ( bHasNormal ) {
  577. n1 = face.vertexNormalsModel[ 0 ];
  578. n2 = face.vertexNormalsModel[ 1 ];
  579. n3 = face.vertexNormalsModel[ 2 ];
  580. nz1 = n1.z * 255;
  581. nz2 = n2.z * 255;
  582. nz3 = n3.z * 255;
  583. }
  584. // Deltas
  585. var dx12 = x1 - x2, dy12 = y2 - y1;
  586. var dx23 = x2 - x3, dy23 = y3 - y2;
  587. var dx31 = x3 - x1, dy31 = y1 - y3;
  588. // Bounding rectangle
  589. var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
  590. var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  591. var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
  592. var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  593. rectx1 = Math.min( minx, rectx1 );
  594. rectx2 = Math.max( maxx, rectx2 );
  595. recty1 = Math.min( miny, recty1 );
  596. recty2 = Math.max( maxy, recty2 );
  597. // Block size, standard 8x8 (must be power of two)
  598. var q = blockSize;
  599. // Start in corner of 8x8 block
  600. minx &= ~ ( q - 1 );
  601. miny &= ~ ( q - 1 );
  602. // Constant part of half-edge functions
  603. var minXfixscale = ( minx << subpixelBits );
  604. var minYfixscale = ( miny << subpixelBits );
  605. var c1 = dy12 * ( ( minXfixscale ) - x1 ) + dx12 * ( ( minYfixscale ) - y1 );
  606. var c2 = dy23 * ( ( minXfixscale ) - x2 ) + dx23 * ( ( minYfixscale ) - y2 );
  607. var c3 = dy31 * ( ( minXfixscale ) - x3 ) + dx31 * ( ( minYfixscale ) - y3 );
  608. // Correct for fill convention
  609. if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  610. if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  611. if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
  612. // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
  613. // It's a bit subtle. :)
  614. c1 = ( c1 - 1 ) >> subpixelBits;
  615. c2 = ( c2 - 1 ) >> subpixelBits;
  616. c3 = ( c3 - 1 ) >> subpixelBits;
  617. // Z interpolation setup
  618. var dz12 = z1 - z2, dz31 = z3 - z1;
  619. var invDet = 1.0 / ( dx12 * dy31 - dx31 * dy12 );
  620. var dzdx = ( invDet * ( dz12 * dy31 - dz31 * dy12 ) ); // dz per one subpixel step in x
  621. var dzdy = ( invDet * ( dz12 * dx31 - dx12 * dz31 ) ); // dz per one subpixel step in y
  622. // Z at top/left corner of rast area
  623. var cz = ( z1 + ( ( minXfixscale ) - x1 ) * dzdx + ( ( minYfixscale ) - y1 ) * dzdy ) | 0;
  624. // Z pixel steps
  625. dzdx = ( dzdx * fixscale ) | 0;
  626. dzdy = ( dzdy * fixscale ) | 0;
  627. var dtvdx, dtvdy, cbtu, cbtv;
  628. if ( bHasUV ) {
  629. // UV interpolation setup
  630. var dtu12 = tu1 - tu2, dtu31 = tu3 - tu1;
  631. var dtudx = ( invDet * ( dtu12 * dy31 - dtu31 * dy12 ) ); // dtu per one subpixel step in x
  632. var dtudy = ( invDet * ( dtu12 * dx31 - dx12 * dtu31 ) ); // dtu per one subpixel step in y
  633. var dtv12 = tv1 - tv2, dtv31 = tv3 - tv1;
  634. dtvdx = ( invDet * ( dtv12 * dy31 - dtv31 * dy12 ) ); // dtv per one subpixel step in x
  635. dtvdy = ( invDet * ( dtv12 * dx31 - dx12 * dtv31 ) ); // dtv per one subpixel step in y
  636. // UV at top/left corner of rast area
  637. cbtu = ( tu1 + ( minXfixscale - x1 ) * dtudx + ( minYfixscale - y1 ) * dtudy );
  638. cbtv = ( tv1 + ( minXfixscale - x1 ) * dtvdx + ( minYfixscale - y1 ) * dtvdy );
  639. // UV pixel steps
  640. dtudx = dtudx * fixscale;
  641. dtudy = dtudy * fixscale;
  642. dtvdx = dtvdx * fixscale;
  643. dtvdy = dtvdy * fixscale;
  644. }
  645. var dnzdy, cbnz;
  646. if ( bHasNormal ) {
  647. // Normal interpolation setup
  648. var dnz12 = nz1 - nz2, dnz31 = nz3 - nz1;
  649. var dnzdx = ( invDet * ( dnz12 * dy31 - dnz31 * dy12 ) ); // dnz per one subpixel step in x
  650. var dnzdy = ( invDet * ( dnz12 * dx31 - dx12 * dnz31 ) ); // dnz per one subpixel step in y
  651. // Normal at top/left corner of rast area
  652. cbnz = ( nz1 + ( minXfixscale - x1 ) * dnzdx + ( minYfixscale - y1 ) * dnzdy );
  653. // Normal pixel steps
  654. dnzdx = ( dnzdx * fixscale );
  655. dnzdy = ( dnzdy * fixscale );
  656. }
  657. // Set up min/max corners
  658. var qm1 = q - 1; // for convenience
  659. var nmin1 = 0, nmax1 = 0;
  660. var nmin2 = 0, nmax2 = 0;
  661. var nmin3 = 0, nmax3 = 0;
  662. var nminz = 0, nmaxz = 0;
  663. if ( dx12 >= 0 ) nmax1 -= qm1 * dx12; else nmin1 -= qm1 * dx12;
  664. if ( dy12 >= 0 ) nmax1 -= qm1 * dy12; else nmin1 -= qm1 * dy12;
  665. if ( dx23 >= 0 ) nmax2 -= qm1 * dx23; else nmin2 -= qm1 * dx23;
  666. if ( dy23 >= 0 ) nmax2 -= qm1 * dy23; else nmin2 -= qm1 * dy23;
  667. if ( dx31 >= 0 ) nmax3 -= qm1 * dx31; else nmin3 -= qm1 * dx31;
  668. if ( dy31 >= 0 ) nmax3 -= qm1 * dy31; else nmin3 -= qm1 * dy31;
  669. if ( dzdx >= 0 ) nmaxz += qm1 * dzdx; else nminz += qm1 * dzdx;
  670. if ( dzdy >= 0 ) nmaxz += qm1 * dzdy; else nminz += qm1 * dzdy;
  671. // Loop through blocks
  672. var linestep = canvasWidth - q;
  673. var cb1 = c1;
  674. var cb2 = c2;
  675. var cb3 = c3;
  676. var cbz = cz;
  677. var qstep = - q;
  678. var e1x = qstep * dy12;
  679. var e2x = qstep * dy23;
  680. var e3x = qstep * dy31;
  681. var ezx = qstep * dzdx;
  682. var etux, etvx;
  683. if ( bHasUV ) {
  684. etux = qstep * dtudx;
  685. etvx = qstep * dtvdx;
  686. }
  687. var enzx;
  688. if ( bHasNormal ) {
  689. enzx = qstep * dnzdx;
  690. }
  691. var x0 = minx;
  692. for ( var y0 = miny; y0 < maxy; y0 += q ) {
  693. // New block line - keep hunting for tri outer edge in old block line dir
  694. while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
  695. x0 += qstep;
  696. cb1 += e1x;
  697. cb2 += e2x;
  698. cb3 += e3x;
  699. cbz += ezx;
  700. if ( bHasUV ) {
  701. cbtu += etux;
  702. cbtv += etvx;
  703. }
  704. if ( bHasNormal ) {
  705. cbnz += enzx;
  706. }
  707. }
  708. // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
  709. qstep = - qstep;
  710. e1x = - e1x;
  711. e2x = - e2x;
  712. e3x = - e3x;
  713. ezx = - ezx;
  714. if ( bHasUV ) {
  715. etux = - etux;
  716. etvx = - etvx;
  717. }
  718. if ( bHasNormal ) {
  719. enzx = - enzx;
  720. }
  721. while ( 1 ) {
  722. // Step everything
  723. x0 += qstep;
  724. cb1 += e1x;
  725. cb2 += e2x;
  726. cb3 += e3x;
  727. cbz += ezx;
  728. if ( bHasUV ) {
  729. cbtu += etux;
  730. cbtv += etvx;
  731. }
  732. if ( bHasNormal ) {
  733. cbnz += enzx;
  734. }
  735. // We're done with this block line when at least one edge completely out
  736. // If an edge function is too small and decreasing in the current traversal
  737. // dir, we're done with this line.
  738. if ( x0 < minx || x0 >= maxx ) break;
  739. if ( cb1 < nmax1 ) if ( e1x < 0 ) break; else continue;
  740. if ( cb2 < nmax2 ) if ( e2x < 0 ) break; else continue;
  741. if ( cb3 < nmax3 ) if ( e3x < 0 ) break; else continue;
  742. // We can skip this block if it's already fully covered
  743. var blockX = x0 >> blockShift;
  744. var blockY = y0 >> blockShift;
  745. var blockId = blockX + blockY * canvasWBlocks;
  746. var minz = cbz + nminz;
  747. // farthest point in block closer than closest point in our tri?
  748. if ( blockMaxZ[ blockId ] < minz ) continue;
  749. // Need to do a deferred clear?
  750. var bflags = blockFlags[ blockId ];
  751. if ( bflags & BLOCK_NEEDCLEAR ) clearBlock( blockX, blockY );
  752. blockFlags[ blockId ] = bflags & ~ ( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  753. // Offset at top-left corner
  754. var offset = x0 + y0 * canvasWidth;
  755. // Accept whole block when fully covered
  756. if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
  757. var maxz = cbz + nmaxz;
  758. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  759. var cy1 = cb1;
  760. var cy2 = cb2;
  761. var cyz = cbz;
  762. var cytu, cytv;
  763. if ( bHasUV ) {
  764. cytu = cbtu;
  765. cytv = cbtv;
  766. }
  767. var cynz;
  768. if ( bHasNormal ) {
  769. cynz = cbnz;
  770. }
  771. for ( var iy = 0; iy < q; iy ++ ) {
  772. var cx1 = cy1;
  773. var cx2 = cy2;
  774. var cxz = cyz;
  775. var cxtu;
  776. var cxtv;
  777. if ( bHasUV ) {
  778. cxtu = cytu;
  779. cxtv = cytv;
  780. }
  781. var cxnz;
  782. if ( bHasNormal ) {
  783. cxnz = cynz;
  784. }
  785. for ( var ix = 0; ix < q; ix ++ ) {
  786. var z = cxz;
  787. if ( z < zbuffer[ offset ] ) {
  788. shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
  789. }
  790. cx1 += dy12;
  791. cx2 += dy23;
  792. cxz += dzdx;
  793. if ( bHasUV ) {
  794. cxtu += dtudx;
  795. cxtv += dtvdx;
  796. }
  797. if ( bHasNormal ) {
  798. cxnz += dnzdx;
  799. }
  800. offset ++;
  801. }
  802. cy1 += dx12;
  803. cy2 += dx23;
  804. cyz += dzdy;
  805. if ( bHasUV ) {
  806. cytu += dtudy;
  807. cytv += dtvdy;
  808. }
  809. if ( bHasNormal ) {
  810. cynz += dnzdy;
  811. }
  812. offset += linestep;
  813. }
  814. } else {
  815. // Partially covered block
  816. var cy1 = cb1;
  817. var cy2 = cb2;
  818. var cy3 = cb3;
  819. var cyz = cbz;
  820. var cytu, cytv;
  821. if ( bHasUV ) {
  822. cytu = cbtu;
  823. cytv = cbtv;
  824. }
  825. var cynz;
  826. if ( bHasNormal ) {
  827. cynz = cbnz;
  828. }
  829. for ( var iy = 0; iy < q; iy ++ ) {
  830. var cx1 = cy1;
  831. var cx2 = cy2;
  832. var cx3 = cy3;
  833. var cxz = cyz;
  834. var cxtu;
  835. var cxtv;
  836. if ( bHasUV ) {
  837. cxtu = cytu;
  838. cxtv = cytv;
  839. }
  840. var cxnz;
  841. if ( bHasNormal ) {
  842. cxnz = cynz;
  843. }
  844. for ( var ix = 0; ix < q; ix ++ ) {
  845. if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
  846. var z = cxz;
  847. if ( z < zbuffer[ offset ] ) {
  848. shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
  849. }
  850. }
  851. cx1 += dy12;
  852. cx2 += dy23;
  853. cx3 += dy31;
  854. cxz += dzdx;
  855. if ( bHasUV ) {
  856. cxtu += dtudx;
  857. cxtv += dtvdx;
  858. }
  859. if ( bHasNormal ) {
  860. cxnz += dnzdx;
  861. }
  862. offset ++;
  863. }
  864. cy1 += dx12;
  865. cy2 += dx23;
  866. cy3 += dx31;
  867. cyz += dzdy;
  868. if ( bHasUV ) {
  869. cytu += dtudy;
  870. cytv += dtvdy;
  871. }
  872. if ( bHasNormal ) {
  873. cynz += dnzdy;
  874. }
  875. offset += linestep;
  876. }
  877. }
  878. }
  879. // Advance to next row of blocks
  880. cb1 += q * dx12;
  881. cb2 += q * dx23;
  882. cb3 += q * dx31;
  883. cbz += q * dzdy;
  884. if ( bHasUV ) {
  885. cbtu += q * dtudy;
  886. cbtv += q * dtvdy;
  887. }
  888. if ( bHasNormal ) {
  889. cbnz += q * dnzdy;
  890. }
  891. }
  892. }
  893. // When drawing line, the blockShiftShift has to be zero. In order to clean pixel
  894. // Using color1 and color2 to interpolation pixel color
  895. // LineWidth is according to material.linewidth
  896. function drawLine( v1, v2, color1, color2, shader, material ) {
  897. // While the line mode is enable, blockSize has to be changed to 0.
  898. if ( ! lineMode ) {
  899. lineMode = true;
  900. blockShift = 0;
  901. blockSize = 1 << blockShift;
  902. _this.setSize( canvas.width, canvas.height );
  903. }
  904. // TODO: Implement per-pixel z-clipping
  905. if ( v1.z < - 1 || v1.z > 1 || v2.z < - 1 || v2.z > 1 ) return;
  906. var halfLineWidth = Math.floor( ( material.linewidth - 1 ) * 0.5 );
  907. // https://gist.github.com/2486101
  908. // explanation: http://pouet.net/topic.php?which=8760&page=1
  909. // 28.4 fixed-point coordinates
  910. var x1 = ( v1.x * viewportXScale + viewportXOffs ) | 0;
  911. var x2 = ( v2.x * viewportXScale + viewportXOffs ) | 0;
  912. var y1 = ( v1.y * viewportYScale + viewportYOffs ) | 0;
  913. var y2 = ( v2.y * viewportYScale + viewportYOffs ) | 0;
  914. var z1 = ( v1.z * viewportZScale + viewportZOffs ) | 0;
  915. var z2 = ( v2.z * viewportZScale + viewportZOffs ) | 0;
  916. // Deltas
  917. var dx12 = x1 - x2, dy12 = y1 - y2, dz12 = z1 - z2;
  918. // Bounding rectangle
  919. var minx = Math.max( ( Math.min( x1, x2 ) + subpixelBias ) >> subpixelBits, 0 );
  920. var maxx = Math.min( ( Math.max( x1, x2 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  921. var miny = Math.max( ( Math.min( y1, y2 ) + subpixelBias ) >> subpixelBits, 0 );
  922. var maxy = Math.min( ( Math.max( y1, y2 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  923. var minz = Math.max( ( Math.min( z1, z2 ) + subpixelBias ) >> subpixelBits, 0 );
  924. var maxz = ( Math.max( z1, z2 ) + subpixelBias ) >> subpixelBits;
  925. rectx1 = Math.min( minx, rectx1 );
  926. rectx2 = Math.max( maxx, rectx2 );
  927. recty1 = Math.min( miny, recty1 );
  928. recty2 = Math.max( maxy, recty2 );
  929. // Get the line's unit vector and cross vector
  930. var length = Math.sqrt( ( dy12 * dy12 ) + ( dx12 * dx12 ) );
  931. var unitX = ( dx12 / length );
  932. var unitY = ( dy12 / length );
  933. var unitZ = ( dz12 / length );
  934. var pixelX, pixelY, pixelZ;
  935. var pX, pY, pZ;
  936. crossVector.set( unitX, unitY, unitZ );
  937. crossVector.cross( lookVector );
  938. crossVector.normalize();
  939. while ( length > 0 ) {
  940. // Get this pixel.
  941. pixelX = x2 + length * unitX;
  942. pixelY = y2 + length * unitY;
  943. pixelZ = z2 + length * unitZ;
  944. pixelX = ( pixelX + subpixelBias ) >> subpixelBits;
  945. pixelY = ( pixelY + subpixelBias ) >> subpixelBits;
  946. pZ = ( pixelZ + subpixelBias ) >> subpixelBits;
  947. // Draw line with line width
  948. for ( var i = - halfLineWidth; i <= halfLineWidth; ++ i ) {
  949. // Compute the line pixels.
  950. // Get the pixels on the vector that crosses to the line vector
  951. pX = Math.floor( ( pixelX + crossVector.x * i ) );
  952. pY = Math.floor( ( pixelY + crossVector.y * i ) );
  953. // if pixel is over the rect. Continue
  954. if ( rectx1 >= pX || rectx2 <= pX || recty1 >= pY || recty2 <= pY )
  955. continue;
  956. // Find this pixel at which block
  957. var blockX = pX >> blockShift;
  958. var blockY = pY >> blockShift;
  959. var blockId = blockX + blockY * canvasWBlocks;
  960. // Compare the pixel depth width z block.
  961. if ( blockMaxZ[ blockId ] < minz ) continue;
  962. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  963. var bflags = blockFlags[ blockId ];
  964. if ( bflags & BLOCK_NEEDCLEAR ) clearBlock( blockX, blockY );
  965. blockFlags[ blockId ] = bflags & ~ ( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  966. // draw pixel
  967. var offset = pX + pY * canvasWidth;
  968. if ( pZ < zbuffer[ offset ] ) {
  969. shader( data, zbuffer, offset, pZ, color1, color2, material );
  970. }
  971. }
  972. -- length;
  973. }
  974. }
  975. function clearBlock( blockX, blockY ) {
  976. var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
  977. var poffset = zoffset * 4;
  978. var zlinestep = canvasWidth - blockSize;
  979. var plinestep = zlinestep * 4;
  980. for ( var y = 0; y < blockSize; y ++ ) {
  981. for ( var x = 0; x < blockSize; x ++ ) {
  982. zbuffer[ zoffset ++ ] = maxZVal;
  983. data[ poffset ++ ] = clearColor.r * 255 | 0;
  984. data[ poffset ++ ] = clearColor.g * 255 | 0;
  985. data[ poffset ++ ] = clearColor.b * 255 | 0;
  986. data[ poffset ++ ] = getAlpha() * 255 | 0;
  987. }
  988. zoffset += zlinestep;
  989. poffset += plinestep;
  990. }
  991. }
  992. function finishClear( ) {
  993. var block = 0;
  994. for ( var y = 0; y < canvasHBlocks; y ++ ) {
  995. for ( var x = 0; x < canvasWBlocks; x ++ ) {
  996. if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
  997. clearBlock( x, y );
  998. blockFlags[ block ] = BLOCK_ISCLEAR;
  999. }
  1000. block ++;
  1001. }
  1002. }
  1003. }
  1004. };
  1005. THREE.SoftwareRenderer.Texture = function () {
  1006. var canvas;
  1007. this.fromImage = function ( image ) {
  1008. if ( ! image || image.width <= 0 || image.height <= 0 )
  1009. return;
  1010. if ( canvas === undefined ) {
  1011. canvas = document.createElement( 'canvas' );
  1012. }
  1013. var size = image.width > image.height ? image.width : image.height;
  1014. size = THREE.Math.ceilPowerOfTwo( size );
  1015. if ( canvas.width != size || canvas.height != size ) {
  1016. canvas.width = size;
  1017. canvas.height = size;
  1018. }
  1019. var ctx = canvas.getContext( '2d' );
  1020. ctx.clearRect( 0, 0, size, size );
  1021. ctx.drawImage( image, 0, 0, size, size );
  1022. var imgData = ctx.getImageData( 0, 0, size, size );
  1023. this.data = imgData.data;
  1024. this.width = size;
  1025. this.height = size;
  1026. this.srcUrl = image.src;
  1027. };
  1028. };