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