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SoftwareRenderer.js 35 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author ryg / http://farbrausch.de/~fg
  4. * @author mraleph / http://mrale.ph/
  5. * @author daoshengmu / http://dsmu.me/
  6. */
  7. THREE.SoftwareRenderer = function ( parameters ) {
  8. console.log( 'THREE.SoftwareRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var canvas = parameters.canvas !== undefined
  11. ? parameters.canvas
  12. : document.createElement( 'canvas' );
  13. var context = canvas.getContext( '2d', {
  14. alpha: parameters.alpha === true
  15. } );
  16. var shaders = {};
  17. var textures = {};
  18. var canvasWidth, canvasHeight;
  19. var canvasWBlocks, canvasHBlocks;
  20. var viewportXScale, viewportYScale, viewportZScale;
  21. var viewportXOffs, viewportYOffs, viewportZOffs;
  22. var clearColor = new THREE.Color( 0x000000 );
  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 vector1 = new THREE.Vector3();
  41. var vector2 = new THREE.Vector3();
  42. var vector3 = new THREE.Vector3();
  43. var texCoord1 = new THREE.Vector2();
  44. var texCoord2 = new THREE.Vector2();
  45. var texCoord3 = new THREE.Vector2();
  46. this.domElement = canvas;
  47. this.autoClear = true;
  48. // WebGLRenderer compatibility
  49. this.supportsVertexTextures = function () {};
  50. this.setFaceCulling = function () {};
  51. this.setClearColor = function ( color, alpha ) {
  52. clearColor.set( color );
  53. cleanColorBuffer();
  54. };
  55. this.setPixelRatio = function () {};
  56. this.setSize = function ( width, height ) {
  57. canvasWBlocks = Math.floor( width / blockSize );
  58. canvasHBlocks = Math.floor( height / blockSize );
  59. canvasWidth = canvasWBlocks * blockSize;
  60. canvasHeight = canvasHBlocks * blockSize;
  61. var fixScale = 1 << subpixelBits;
  62. viewportXScale = fixScale * canvasWidth / 2;
  63. viewportYScale = - fixScale * canvasHeight / 2;
  64. viewportZScale = maxZVal / 2;
  65. viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
  66. viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
  67. viewportZOffs = maxZVal / 2 + 0.5;
  68. canvas.width = canvasWidth;
  69. canvas.height = canvasHeight;
  70. context.fillStyle = clearColor.getStyle();
  71. context.fillRect( 0, 0, canvasWidth, canvasHeight );
  72. imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
  73. data = imagedata.data;
  74. zbuffer = new Int32Array( data.length / 4 );
  75. numBlocks = canvasWBlocks * canvasHBlocks;
  76. blockMaxZ = new Int32Array( numBlocks );
  77. blockFlags = new Uint8Array( numBlocks );
  78. for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
  79. zbuffer[ i ] = maxZVal;
  80. }
  81. for ( var i = 0; i < numBlocks; i ++ ) {
  82. blockFlags[ i ] = BLOCK_ISCLEAR;
  83. }
  84. cleanColorBuffer();
  85. };
  86. this.setSize( canvas.width, canvas.height );
  87. this.clear = function () {
  88. rectx1 = Infinity;
  89. recty1 = Infinity;
  90. rectx2 = 0;
  91. recty2 = 0;
  92. for ( var i = 0; i < numBlocks; i ++ ) {
  93. blockMaxZ[ i ] = maxZVal;
  94. blockFlags[ i ] = ( blockFlags[ i ] & BLOCK_ISCLEAR ) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR;
  95. }
  96. };
  97. // TODO: Check why autoClear can't be false.
  98. this.render = function ( scene, camera ) {
  99. if ( this.autoClear === true ) this.clear();
  100. var renderData = projector.projectScene( scene, camera, false, false );
  101. var elements = renderData.elements;
  102. for ( var e = 0, el = elements.length; e < el; e ++ ) {
  103. var element = elements[ e ];
  104. var material = element.material;
  105. var shader = getMaterialShader( material );
  106. if ( !shader ) continue;
  107. if ( element instanceof THREE.RenderableFace ) {
  108. if ( ! element.uvs ) {
  109. drawTriangle(
  110. element.v1.positionScreen,
  111. element.v2.positionScreen,
  112. element.v3.positionScreen,
  113. null, null, null,
  114. shader, element, material
  115. );
  116. } else {
  117. drawTriangle(
  118. element.v1.positionScreen,
  119. element.v2.positionScreen,
  120. element.v3.positionScreen,
  121. element.uvs[ 0 ], element.uvs[ 1 ], element.uvs[ 2 ],
  122. shader, element, material
  123. );
  124. }
  125. } else if ( element instanceof THREE.RenderableSprite ) {
  126. var scaleX = element.scale.x * 0.5;
  127. var scaleY = element.scale.y * 0.5;
  128. vector1.copy( element );
  129. vector1.x -= scaleX;
  130. vector1.y += scaleY;
  131. vector2.copy( element );
  132. vector2.x -= scaleX;
  133. vector2.y -= scaleY;
  134. vector3.copy( element );
  135. vector3.x += scaleX;
  136. vector3.y += scaleY;
  137. if ( material.map ) {
  138. texCoord1.set( 0, 1 );
  139. texCoord2.set( 0, 0 );
  140. texCoord3.set( 1, 1 );
  141. drawTriangle(
  142. vector1, vector2, vector3,
  143. texCoord1, texCoord2, texCoord3,
  144. shader, element, material
  145. );
  146. } else {
  147. drawTriangle(
  148. vector1, vector2, vector3,
  149. null, null, null,
  150. shader, element, material
  151. );
  152. }
  153. vector1.copy( element );
  154. vector1.x += scaleX;
  155. vector1.y += scaleY;
  156. vector2.copy( element );
  157. vector2.x -= scaleX;
  158. vector2.y -= scaleY;
  159. vector3.copy( element );
  160. vector3.x += scaleX;
  161. vector3.y -= scaleY;
  162. if ( material.map ) {
  163. texCoord1.set( 1, 1 );
  164. texCoord2.set( 0, 0 );
  165. texCoord3.set( 1, 0 );
  166. drawTriangle(
  167. vector1, vector2, vector3,
  168. texCoord1, texCoord2, texCoord3,
  169. shader, element, material
  170. );
  171. } else {
  172. drawTriangle(
  173. vector1, vector2, vector3,
  174. null, null, null,
  175. shader, element, material
  176. );
  177. }
  178. } else if ( element instanceof THREE.RenderableLine ) {
  179. var shader = getMaterialShader( material );
  180. drawLine(
  181. element.v1.positionScreen,
  182. element.v2.positionScreen,
  183. element.vertexColors[0],
  184. element.vertexColors[1],
  185. shader,
  186. material
  187. );
  188. }
  189. }
  190. finishClear();
  191. var x = Math.min( rectx1, prevrectx1 );
  192. var y = Math.min( recty1, prevrecty1 );
  193. var width = Math.max( rectx2, prevrectx2 ) - x;
  194. var height = Math.max( recty2, prevrecty2 ) - y;
  195. /*
  196. // debug; draw zbuffer
  197. for ( var i = 0, l = zbuffer.length; i < l; i++ ) {
  198. var o = i * 4;
  199. var v = (65535 - zbuffer[ i ]) >> 3;
  200. data[ o + 0 ] = v;
  201. data[ o + 1 ] = v;
  202. data[ o + 2 ] = v;
  203. data[ o + 3 ] = 255;
  204. }
  205. */
  206. if ( x !== Infinity ) {
  207. context.putImageData( imagedata, 0, 0, x, y, width, height );
  208. }
  209. prevrectx1 = rectx1; prevrecty1 = recty1;
  210. prevrectx2 = rectx2; prevrecty2 = recty2;
  211. };
  212. function setSize( width, height ) {
  213. canvasWBlocks = Math.floor( width / blockSize );
  214. canvasHBlocks = Math.floor( height / blockSize );
  215. canvasWidth = canvasWBlocks * blockSize;
  216. canvasHeight = canvasHBlocks * blockSize;
  217. var fixScale = 1 << subpixelBits;
  218. viewportXScale = fixScale * canvasWidth / 2;
  219. viewportYScale = -fixScale * canvasHeight / 2;
  220. viewportZScale = maxZVal / 2;
  221. viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
  222. viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
  223. viewportZOffs = maxZVal / 2 + 0.5;
  224. canvas.width = canvasWidth;
  225. canvas.height = canvasHeight;
  226. context.fillStyle = clearColor.getStyle();
  227. context.fillRect( 0, 0, canvasWidth, canvasHeight );
  228. imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
  229. data = imagedata.data;
  230. zbuffer = new Int32Array( data.length / 4 );
  231. numBlocks = canvasWBlocks * canvasHBlocks;
  232. blockMaxZ = new Int32Array( numBlocks );
  233. blockFlags = new Uint8Array( numBlocks );
  234. for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
  235. zbuffer[ i ] = maxZVal;
  236. }
  237. for ( var i = 0; i < numBlocks; i ++ ) {
  238. blockFlags[ i ] = BLOCK_ISCLEAR;
  239. }
  240. cleanColorBuffer();
  241. }
  242. function cleanColorBuffer() {
  243. var size = canvasWidth * canvasHeight * 4;
  244. for ( var i = 0; i < size; i += 4 ) {
  245. data[ i ] = clearColor.r * 255 | 0;
  246. data[ i + 1 ] = clearColor.g * 255 | 0;
  247. data[ i + 2 ] = clearColor.b * 255 | 0;
  248. data[ i + 3 ] = 255;
  249. }
  250. context.fillStyle = clearColor.getStyle();
  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 )
  287. return;
  288. var tdim = texture.width;
  289. var isTransparent = material.transparent;
  290. var tbound = tdim - 1;
  291. var tdata = texture.data;
  292. var tIndex = ( ( ( v * tdim ) & tbound ) * tdim + ( ( u * tdim ) & tbound ) ) * 4;
  293. if ( ! isTransparent ) {
  294. buffer[ colorOffset ] = tdata[ tIndex ];
  295. buffer[ colorOffset + 1 ] = tdata[ tIndex + 1 ];
  296. buffer[ colorOffset + 2 ] = tdata[ tIndex + 2 ];
  297. buffer[ colorOffset + 3 ] = material.opacity * 255;
  298. depthBuf[ offset ] = depth;
  299. } else {
  300. var opaci = tdata[ tIndex + 3 ] * material.opacity;
  301. var texel = ( tdata[ tIndex ] << 16 ) + ( tdata[ tIndex + 1 ] << 8 ) + tdata[ tIndex + 2 ];
  302. if ( opaci < 250 ) {
  303. var backColor = ( buffer[ colorOffset ] << 16 ) + ( buffer[ colorOffset + 1 ] << 8 ) + buffer[ colorOffset + 2 ];
  304. texel = texel * opaci + backColor * ( 1 - opaci );
  305. }
  306. buffer[ colorOffset ] = ( texel & 0xff0000 ) >> 16;
  307. buffer[ colorOffset + 1 ] = ( texel & 0xff00 ) >> 8;
  308. buffer[ colorOffset + 2 ] = texel & 0xff;
  309. buffer[ colorOffset + 3 ] = material.opacity * 255;
  310. }
  311. }
  312. function lightingMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
  313. var colorOffset = offset * 4;
  314. var texture = textures[ material.map.id ];
  315. if ( ! texture.data )
  316. return;
  317. var tdim = texture.width;
  318. var isTransparent = material.transparent;
  319. var cIndex = ( n > 0 ? ( ~~ n ) : 0 ) * 3;
  320. var tbound = tdim - 1;
  321. var tdata = texture.data;
  322. var tIndex = ( ( ( v * tdim ) & tbound ) * tdim + ( ( u * tdim ) & tbound ) ) * 4;
  323. if ( ! isTransparent ) {
  324. buffer[ colorOffset ] = ( material.palette[ cIndex ] * tdata[ tIndex ] ) >> 8;
  325. buffer[ colorOffset + 1 ] = ( material.palette[ cIndex + 1 ] * tdata[ tIndex + 1 ] ) >> 8;
  326. buffer[ colorOffset + 2 ] = ( material.palette[ cIndex + 2 ] * tdata[ tIndex + 2 ] ) >> 8;
  327. buffer[ colorOffset + 3 ] = material.opacity * 255;
  328. depthBuf[ offset ] = depth;
  329. } else {
  330. var opaci = tdata[ tIndex + 3 ] * material.opacity;
  331. var foreColor = ( ( material.palette[ cIndex ] * tdata[ tIndex ] ) << 16 )
  332. + ( ( material.palette[ cIndex + 1 ] * tdata[ tIndex + 1 ] ) << 8 )
  333. + ( material.palette[ cIndex + 2 ] * tdata[ tIndex + 2 ] );
  334. if ( opaci < 250 ) {
  335. var backColor = buffer[ colorOffset ] << 24 + buffer[ colorOffset + 1 ] << 16 + buffer[ colorOffset + 2 ] << 8;
  336. foreColor = foreColor * opaci + backColor * ( 1 - opaci );
  337. }
  338. buffer[ colorOffset ] = ( foreColor & 0xff0000 ) >> 16;
  339. buffer[ colorOffset + 1 ] = ( foreColor & 0xff00 ) >> 8;
  340. buffer[ colorOffset + 2 ] = ( foreColor & 0xff );
  341. buffer[ colorOffset + 3 ] = material.opacity * 255;
  342. }
  343. }
  344. function onMaterialUpdate ( event ) {
  345. var material = event.target;
  346. material.removeEventListener( 'update', onMaterialUpdate );
  347. delete shaders[ material.id ];
  348. }
  349. function getMaterialShader( material ) {
  350. var id = material.id;
  351. var shader = shaders[ id ];
  352. if ( shader && material.map && !textures[ material.map.id ] ) delete shaders[ id ];
  353. if ( shaders[ id ] === undefined ) {
  354. material.addEventListener( 'update', onMaterialUpdate );
  355. if ( material instanceof THREE.MeshBasicMaterial ||
  356. material instanceof THREE.MeshLambertMaterial ||
  357. material instanceof THREE.MeshPhongMaterial ||
  358. material instanceof THREE.SpriteMaterial ) {
  359. if ( material instanceof THREE.MeshLambertMaterial ) {
  360. // Generate color palette
  361. if ( ! material.palette ) {
  362. material.palette = getPalette( material, false );
  363. }
  364. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  365. // Generate color palette
  366. if ( ! material.palette ) {
  367. material.palette = getPalette( material, true );
  368. }
  369. }
  370. var string;
  371. if ( material.map ) {
  372. var texture = new THREE.SoftwareRenderer.Texture();
  373. texture.fromImage( material.map.image );
  374. if ( !texture.data ) return;
  375. textures[ material.map.id ] = texture;
  376. if ( material instanceof THREE.MeshBasicMaterial
  377. || material instanceof THREE.SpriteMaterial ) {
  378. shader = basicMaterialShader;
  379. } else {
  380. shader = lightingMaterialShader;
  381. }
  382. } else {
  383. if ( material.vertexColors === THREE.FaceColors ) {
  384. string = [
  385. 'var colorOffset = offset * 4;',
  386. 'buffer[ colorOffset ] = face.color.r * 255;',
  387. 'buffer[ colorOffset + 1 ] = face.color.g * 255;',
  388. 'buffer[ colorOffset + 2 ] = face.color.b * 255;',
  389. 'buffer[ colorOffset + 3 ] = material.opacity * 255;',
  390. 'depthBuf[ offset ] = depth;'
  391. ].join( '\n' );
  392. } else {
  393. string = [
  394. 'var colorOffset = offset * 4;',
  395. 'buffer[ colorOffset ] = material.color.r * 255;',
  396. 'buffer[ colorOffset + 1 ] = material.color.g * 255;',
  397. 'buffer[ colorOffset + 2 ] = material.color.b * 255;',
  398. 'buffer[ colorOffset + 3 ] = material.opacity * 255;',
  399. 'depthBuf[ offset ] = depth;'
  400. ].join( '\n' );
  401. }
  402. shader = new Function( 'buffer, depthBuf, offset, depth, u, v, n, face, material', string );
  403. }
  404. } else if ( material instanceof THREE.LineBasicMaterial ) {
  405. var string = [
  406. 'var colorOffset = offset * 4;',
  407. 'buffer[ colorOffset ] = material.color.r * (color1.r+color2.r) * 0.5 * 255;',
  408. 'buffer[ colorOffset + 1 ] = material.color.g * (color1.g+color2.g) * 0.5 * 255;',
  409. 'buffer[ colorOffset + 2 ] = material.color.b * (color1.b+color2.b) * 0.5 * 255;',
  410. 'buffer[ colorOffset + 3 ] = 255;',
  411. 'depthBuf[ offset ] = depth;'
  412. ].join('\n');
  413. shader = new Function( 'buffer, depthBuf, offset, depth, color1, color2, material', string );
  414. } else {
  415. var string = [
  416. 'var colorOffset = offset * 4;',
  417. 'buffer[ colorOffset ] = u * 255;',
  418. 'buffer[ colorOffset + 1 ] = v * 255;',
  419. 'buffer[ colorOffset + 2 ] = 0;',
  420. 'buffer[ colorOffset + 3 ] = 255;',
  421. 'depthBuf[ offset ] = depth;'
  422. ].join( '\n' );
  423. shader = new Function( 'buffer, depthBuf, offset, depth, u, v, n, face, material', string );
  424. }
  425. shaders[ id ] = shader;
  426. }
  427. return shader;
  428. }
  429. function clearRectangle( x1, y1, x2, y2 ) {
  430. var xmin = Math.max( Math.min( x1, x2 ), 0 );
  431. var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
  432. var ymin = Math.max( Math.min( y1, y2 ), 0 );
  433. var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
  434. var offset = ( xmin + ymin * canvasWidth ) * 4 + 3;
  435. var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
  436. for ( var y = ymin; y < ymax; y ++ ) {
  437. for ( var x = xmin; x < xmax; x ++ ) {
  438. data[ offset += 4 ] = 0;
  439. }
  440. offset += linestep;
  441. }
  442. }
  443. function drawTriangle( v1, v2, v3, uv1, uv2, uv3, shader, face, material ) {
  444. // TODO: Implement per-pixel z-clipping
  445. if ( v1.z < - 1 || v1.z > 1 || v2.z < - 1 || v2.z > 1 || v3.z < - 1 || v3.z > 1 ) return;
  446. // https://gist.github.com/2486101
  447. // explanation: http://pouet.net/topic.php?which=8760&page=1
  448. var fixscale = ( 1 << subpixelBits );
  449. // 28.4 fixed-point coordinates
  450. var x1 = ( v1.x * viewportXScale + viewportXOffs ) | 0;
  451. var x2 = ( v2.x * viewportXScale + viewportXOffs ) | 0;
  452. var x3 = ( v3.x * viewportXScale + viewportXOffs ) | 0;
  453. var y1 = ( v1.y * viewportYScale + viewportYOffs ) | 0;
  454. var y2 = ( v2.y * viewportYScale + viewportYOffs ) | 0;
  455. var y3 = ( v3.y * viewportYScale + viewportYOffs ) | 0;
  456. var bHasNormal = face.vertexNormalsModel && face.vertexNormalsModel.length;
  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( longestSide > 100 * fixscale ) {
  463. // 1
  464. // |\
  465. // |a\
  466. // |__\
  467. // |\c|\
  468. // |b\|d\
  469. // |__\__\
  470. // 2 3
  471. var mpV12 = new THREE.Vector4(),
  472. mpV23 = new THREE.Vector4(),
  473. mpV31 = new THREE.Vector4(),
  474. mpN12 = new THREE.Vector3(),
  475. mpN23 = new THREE.Vector3(),
  476. mpN31 = new THREE.Vector3(),
  477. mpUV12 = new THREE.Vector2(),
  478. mpUV23 = new THREE.Vector2(),
  479. mpUV31 = new THREE.Vector2(),
  480. tempFace = { vertexNormalsModel : [] };
  481. var weight;
  482. weight = (1 + v2.z) * (v2.w / v1.w) / (1 + v1.z);
  483. mpUV12.copy( uv1 ).multiplyScalar( weight ).add( uv2 ).multiplyScalar( 1 / (weight + 1) );
  484. weight = (1 + v3.z) * (v3.w / v2.w) / (1 + v2.z);
  485. mpUV23.copy( uv2 ).multiplyScalar( weight ).add( uv3 ).multiplyScalar( 1 / (weight + 1) );
  486. weight = (1 + v1.z) * (v1.w / v3.w) / (1 + v3.z);
  487. mpUV31.copy( uv3 ).multiplyScalar( weight ).add( uv1 ).multiplyScalar( 1 / (weight + 1) );
  488. mpV12.copy( v1 ).add( v2 ).multiplyScalar( 0.5 );
  489. mpV23.copy( v2 ).add( v3 ).multiplyScalar( 0.5 );
  490. mpV31.copy( v3 ).add( v1 ).multiplyScalar( 0.5 );
  491. if( bHasNormal ) {
  492. mpN12.copy( face.vertexNormalsModel[ 0 ] ).add( face.vertexNormalsModel[ 1 ] ).normalize();
  493. mpN23.copy( face.vertexNormalsModel[ 1 ] ).add( face.vertexNormalsModel[ 2 ] ).normalize();
  494. mpN31.copy( face.vertexNormalsModel[ 2 ] ).add( face.vertexNormalsModel[ 0 ] ).normalize();
  495. }
  496. // a
  497. if( bHasNormal ) {
  498. tempFace.vertexNormalsModel[ 0 ] = face.vertexNormalsModel[ 0 ];
  499. tempFace.vertexNormalsModel[ 1 ] = mpN12;
  500. tempFace.vertexNormalsModel[ 2 ] = mpN31;
  501. }
  502. drawTriangle( v1, mpV12, mpV31, uv1, mpUV12, mpUV31, shader, tempFace, material );
  503. // b
  504. if( bHasNormal ) {
  505. tempFace.vertexNormalsModel[ 0 ] = face.vertexNormalsModel[ 1 ];
  506. tempFace.vertexNormalsModel[ 1 ] = mpN23;
  507. tempFace.vertexNormalsModel[ 2 ] = mpN12;
  508. }
  509. drawTriangle( v2, mpV23, mpV12, uv2, mpUV23, mpUV12, shader, tempFace, material );
  510. // c
  511. if( bHasNormal ) {
  512. tempFace.vertexNormalsModel[ 0 ] = mpN12;
  513. tempFace.vertexNormalsModel[ 1 ] = mpN23;
  514. tempFace.vertexNormalsModel[ 2 ] = mpN31;
  515. }
  516. drawTriangle( mpV12, mpV23, mpV31, mpUV12, mpUV23, mpUV31, shader, tempFace, material );
  517. // d
  518. if( bHasNormal ) {
  519. tempFace.vertexNormalsModel[ 0 ] = face.vertexNormalsModel[ 2 ];
  520. tempFace.vertexNormalsModel[ 1 ] = mpN31;
  521. tempFace.vertexNormalsModel[ 2 ] = mpN23;
  522. }
  523. drawTriangle( v3, mpV31, mpV23, uv3, mpUV31, mpUV23, shader, tempFace, material );
  524. return;
  525. }
  526. // Z values (.28 fixed-point)
  527. var z1 = ( v1.z * viewportZScale + viewportZOffs ) | 0;
  528. var z2 = ( v2.z * viewportZScale + viewportZOffs ) | 0;
  529. var z3 = ( v3.z * viewportZScale + viewportZOffs ) | 0;
  530. // UV values
  531. var bHasUV = false;
  532. var tu1, tv1, tu2, tv2, tu3, tv3;
  533. if ( uv1 && uv2 && uv3 ) {
  534. bHasUV = true;
  535. tu1 = uv1.x;
  536. tv1 = 1 - uv1.y;
  537. tu2 = uv2.x;
  538. tv2 = 1 - uv2.y;
  539. tu3 = uv3.x;
  540. tv3 = 1 - uv3.y;
  541. }
  542. // Normal values
  543. var n1, n2, n3, nz1, nz2, nz3;
  544. if ( bHasNormal ) {
  545. n1 = face.vertexNormalsModel[ 0 ];
  546. n2 = face.vertexNormalsModel[ 1 ];
  547. n3 = face.vertexNormalsModel[ 2 ];
  548. nz1 = n1.z * 255;
  549. nz2 = n2.z * 255;
  550. nz3 = n3.z * 255;
  551. }
  552. // Deltas
  553. var dx12 = x1 - x2, dy12 = y2 - y1;
  554. var dx23 = x2 - x3, dy23 = y3 - y2;
  555. var dx31 = x3 - x1, dy31 = y1 - y3;
  556. // Bounding rectangle
  557. var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
  558. var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  559. var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
  560. var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  561. rectx1 = Math.min( minx, rectx1 );
  562. rectx2 = Math.max( maxx, rectx2 );
  563. recty1 = Math.min( miny, recty1 );
  564. recty2 = Math.max( maxy, recty2 );
  565. // Block size, standard 8x8 (must be power of two)
  566. var q = blockSize;
  567. // Start in corner of 8x8 block
  568. minx &= ~ ( q - 1 );
  569. miny &= ~ ( q - 1 );
  570. // Constant part of half-edge functions
  571. var minXfixscale = ( minx << subpixelBits );
  572. var minYfixscale = ( miny << subpixelBits );
  573. var c1 = dy12 * ( ( minXfixscale ) - x1 ) + dx12 * ( ( minYfixscale ) - y1 );
  574. var c2 = dy23 * ( ( minXfixscale ) - x2 ) + dx23 * ( ( minYfixscale ) - y2 );
  575. var c3 = dy31 * ( ( minXfixscale ) - x3 ) + dx31 * ( ( minYfixscale ) - y3 );
  576. // Correct for fill convention
  577. if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  578. if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  579. if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
  580. // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
  581. // It's a bit subtle. :)
  582. c1 = ( c1 - 1 ) >> subpixelBits;
  583. c2 = ( c2 - 1 ) >> subpixelBits;
  584. c3 = ( c3 - 1 ) >> subpixelBits;
  585. // Z interpolation setup
  586. var dz12 = z1 - z2, dz31 = z3 - z1;
  587. var invDet = 1.0 / ( dx12 * dy31 - dx31 * dy12 );
  588. var dzdx = ( invDet * ( dz12 * dy31 - dz31 * dy12 ) ); // dz per one subpixel step in x
  589. var dzdy = ( invDet * ( dz12 * dx31 - dx12 * dz31 ) ); // dz per one subpixel step in y
  590. // Z at top/left corner of rast area
  591. var cz = ( z1 + ( ( minXfixscale ) - x1 ) * dzdx + ( ( minYfixscale ) - y1 ) * dzdy ) | 0;
  592. // Z pixel steps
  593. dzdx = ( dzdx * fixscale ) | 0;
  594. dzdy = ( dzdy * fixscale ) | 0;
  595. var dtvdx, dtvdy, cbtu, cbtv;
  596. if ( bHasUV ) {
  597. // UV interpolation setup
  598. var dtu12 = tu1 - tu2, dtu31 = tu3 - tu1;
  599. var dtudx = ( invDet * ( dtu12 * dy31 - dtu31 * dy12 ) ); // dtu per one subpixel step in x
  600. var dtudy = ( invDet * ( dtu12 * dx31 - dx12 * dtu31 ) ); // dtu per one subpixel step in y
  601. var dtv12 = tv1 - tv2, dtv31 = tv3 - tv1;
  602. dtvdx = ( invDet * ( dtv12 * dy31 - dtv31 * dy12 ) ); // dtv per one subpixel step in x
  603. dtvdy = ( invDet * ( dtv12 * dx31 - dx12 * dtv31 ) ); // dtv per one subpixel step in y
  604. // UV at top/left corner of rast area
  605. cbtu = ( tu1 + ( minXfixscale - x1 ) * dtudx + ( minYfixscale - y1 ) * dtudy );
  606. cbtv = ( tv1 + ( minXfixscale - x1 ) * dtvdx + ( minYfixscale - y1 ) * dtvdy );
  607. // UV pixel steps
  608. dtudx = dtudx * fixscale;
  609. dtudy = dtudy * fixscale;
  610. dtvdx = dtvdx * fixscale;
  611. dtvdy = dtvdy * fixscale;
  612. }
  613. var dnxdx, dnzdy, cbnz;
  614. if ( bHasNormal ) {
  615. // Normal interpolation setup
  616. var dnz12 = nz1 - nz2, dnz31 = nz3 - nz1;
  617. var dnzdx = ( invDet * ( dnz12 * dy31 - dnz31 * dy12 ) ); // dnz per one subpixel step in x
  618. var dnzdy = ( invDet * ( dnz12 * dx31 - dx12 * dnz31 ) ); // dnz per one subpixel step in y
  619. // Normal at top/left corner of rast area
  620. cbnz = ( nz1 + ( minXfixscale - x1 ) * dnzdx + ( minYfixscale - y1 ) * dnzdy );
  621. // Normal pixel steps
  622. dnzdx = ( dnzdx * fixscale );
  623. dnzdy = ( dnzdy * fixscale );
  624. }
  625. // Set up min/max corners
  626. var qm1 = q - 1; // for convenience
  627. var nmin1 = 0, nmax1 = 0;
  628. var nmin2 = 0, nmax2 = 0;
  629. var nmin3 = 0, nmax3 = 0;
  630. var nminz = 0, nmaxz = 0;
  631. if ( dx12 >= 0 ) nmax1 -= qm1 * dx12; else nmin1 -= qm1 * dx12;
  632. if ( dy12 >= 0 ) nmax1 -= qm1 * dy12; else nmin1 -= qm1 * dy12;
  633. if ( dx23 >= 0 ) nmax2 -= qm1 * dx23; else nmin2 -= qm1 * dx23;
  634. if ( dy23 >= 0 ) nmax2 -= qm1 * dy23; else nmin2 -= qm1 * dy23;
  635. if ( dx31 >= 0 ) nmax3 -= qm1 * dx31; else nmin3 -= qm1 * dx31;
  636. if ( dy31 >= 0 ) nmax3 -= qm1 * dy31; else nmin3 -= qm1 * dy31;
  637. if ( dzdx >= 0 ) nmaxz += qm1 * dzdx; else nminz += qm1 * dzdx;
  638. if ( dzdy >= 0 ) nmaxz += qm1 * dzdy; else nminz += qm1 * dzdy;
  639. // Loop through blocks
  640. var linestep = canvasWidth - q;
  641. var cb1 = c1;
  642. var cb2 = c2;
  643. var cb3 = c3;
  644. var cbz = cz;
  645. var qstep = - q;
  646. var e1x = qstep * dy12;
  647. var e2x = qstep * dy23;
  648. var e3x = qstep * dy31;
  649. var ezx = qstep * dzdx;
  650. var etux, etvx;
  651. if ( bHasUV ) {
  652. etux = qstep * dtudx;
  653. etvx = qstep * dtvdx;
  654. }
  655. var enzx;
  656. if ( bHasNormal ) {
  657. enzx = qstep * dnzdx;
  658. }
  659. var x0 = minx;
  660. for ( var y0 = miny; y0 < maxy; y0 += q ) {
  661. // New block line - keep hunting for tri outer edge in old block line dir
  662. while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
  663. x0 += qstep;
  664. cb1 += e1x;
  665. cb2 += e2x;
  666. cb3 += e3x;
  667. cbz += ezx;
  668. if ( bHasUV ) {
  669. cbtu += etux;
  670. cbtv += etvx;
  671. }
  672. if ( bHasNormal ) {
  673. cbnz += enzx;
  674. }
  675. }
  676. // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
  677. qstep = - qstep;
  678. e1x = - e1x;
  679. e2x = - e2x;
  680. e3x = - e3x;
  681. ezx = - ezx;
  682. if ( bHasUV ) {
  683. etux = - etux;
  684. etvx = - etvx;
  685. }
  686. if ( bHasNormal ) {
  687. enzx = - enzx;
  688. }
  689. while ( 1 ) {
  690. // Step everything
  691. x0 += qstep;
  692. cb1 += e1x;
  693. cb2 += e2x;
  694. cb3 += e3x;
  695. cbz += ezx;
  696. if ( bHasUV ) {
  697. cbtu += etux;
  698. cbtv += etvx;
  699. }
  700. if ( bHasNormal ) {
  701. cbnz += enzx;
  702. }
  703. // We're done with this block line when at least one edge completely out
  704. // If an edge function is too small and decreasing in the current traversal
  705. // dir, we're done with this line.
  706. if ( x0 < minx || x0 >= maxx ) break;
  707. if ( cb1 < nmax1 ) if ( e1x < 0 ) break; else continue;
  708. if ( cb2 < nmax2 ) if ( e2x < 0 ) break; else continue;
  709. if ( cb3 < nmax3 ) if ( e3x < 0 ) break; else continue;
  710. // We can skip this block if it's already fully covered
  711. var blockX = x0 >> blockShift;
  712. var blockY = y0 >> blockShift;
  713. var blockId = blockX + blockY * canvasWBlocks;
  714. var minz = cbz + nminz;
  715. // farthest point in block closer than closest point in our tri?
  716. if ( blockMaxZ[ blockId ] < minz ) continue;
  717. // Need to do a deferred clear?
  718. var bflags = blockFlags[ blockId ];
  719. if ( bflags & BLOCK_NEEDCLEAR ) clearBlock( blockX, blockY );
  720. blockFlags[ blockId ] = bflags & ~ ( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  721. // Offset at top-left corner
  722. var offset = x0 + y0 * canvasWidth;
  723. // Accept whole block when fully covered
  724. if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
  725. var maxz = cbz + nmaxz;
  726. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  727. var cy1 = cb1;
  728. var cy2 = cb2;
  729. var cyz = cbz;
  730. var cytu, cytv;
  731. if ( bHasUV ) {
  732. cytu = cbtu;
  733. cytv = cbtv;
  734. }
  735. var cynz;
  736. if ( bHasNormal ) {
  737. cynz = cbnz;
  738. }
  739. for ( var iy = 0; iy < q; iy ++ ) {
  740. var cx1 = cy1;
  741. var cx2 = cy2;
  742. var cxz = cyz;
  743. var cxtu;
  744. var cxtv;
  745. if ( bHasUV ) {
  746. cxtu = cytu;
  747. cxtv = cytv;
  748. }
  749. var cxnz;
  750. if ( bHasNormal ) {
  751. cxnz = cynz;
  752. }
  753. for ( var ix = 0; ix < q; ix ++ ) {
  754. var z = cxz;
  755. if ( z < zbuffer[ offset ] ) {
  756. shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
  757. }
  758. cx1 += dy12;
  759. cx2 += dy23;
  760. cxz += dzdx;
  761. if ( bHasUV ) {
  762. cxtu += dtudx;
  763. cxtv += dtvdx;
  764. }
  765. if ( bHasNormal ) {
  766. cxnz += dnzdx;
  767. }
  768. offset ++;
  769. }
  770. cy1 += dx12;
  771. cy2 += dx23;
  772. cyz += dzdy;
  773. if ( bHasUV ) {
  774. cytu += dtudy;
  775. cytv += dtvdy;
  776. }
  777. if ( bHasNormal ) {
  778. cynz += dnzdy;
  779. }
  780. offset += linestep;
  781. }
  782. } else {
  783. // Partially covered block
  784. var cy1 = cb1;
  785. var cy2 = cb2;
  786. var cy3 = cb3;
  787. var cyz = cbz;
  788. var cytu, cytv;
  789. if ( bHasUV ) {
  790. cytu = cbtu;
  791. cytv = cbtv;
  792. }
  793. var cynz;
  794. if ( bHasNormal ) {
  795. cynz = cbnz;
  796. }
  797. for ( var iy = 0; iy < q; iy ++ ) {
  798. var cx1 = cy1;
  799. var cx2 = cy2;
  800. var cx3 = cy3;
  801. var cxz = cyz;
  802. var cxtu;
  803. var cxtv;
  804. if ( bHasUV ) {
  805. cxtu = cytu;
  806. cxtv = cytv;
  807. }
  808. var cxnz;
  809. if ( bHasNormal ) {
  810. cxnz = cynz;
  811. }
  812. for ( var ix = 0; ix < q; ix ++ ) {
  813. if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
  814. var z = cxz;
  815. if ( z < zbuffer[ offset ] ) {
  816. shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
  817. }
  818. }
  819. cx1 += dy12;
  820. cx2 += dy23;
  821. cx3 += dy31;
  822. cxz += dzdx;
  823. if ( bHasUV ) {
  824. cxtu += dtudx;
  825. cxtv += dtvdx;
  826. }
  827. if ( bHasNormal ) {
  828. cxnz += dnzdx;
  829. }
  830. offset ++;
  831. }
  832. cy1 += dx12;
  833. cy2 += dx23;
  834. cy3 += dx31;
  835. cyz += dzdy;
  836. if ( bHasUV ) {
  837. cytu += dtudy;
  838. cytv += dtvdy;
  839. }
  840. if ( bHasNormal ) {
  841. cynz += dnzdy;
  842. }
  843. offset += linestep;
  844. }
  845. }
  846. }
  847. // Advance to next row of blocks
  848. cb1 += q * dx12;
  849. cb2 += q * dx23;
  850. cb3 += q * dx31;
  851. cbz += q * dzdy;
  852. if ( bHasUV ) {
  853. cbtu += q * dtudy;
  854. cbtv += q * dtvdy;
  855. }
  856. if ( bHasNormal ) {
  857. cbnz += q * dnzdy;
  858. }
  859. }
  860. }
  861. // When drawing line, the blockShiftShift has to be zero. In order to clean pixel
  862. // Using color1 and color2 to interpolation pixel color
  863. // LineWidth is according to material.linewidth
  864. function drawLine( v1, v2, color1, color2, shader, material ) {
  865. // While the line mode is enable, blockSize has to be changed to 0.
  866. if ( !lineMode ) {
  867. lineMode = true;
  868. blockShift = 0;
  869. blockSize = 1 << blockShift;
  870. setSize( canvas.width, canvas.height );
  871. }
  872. // TODO: Implement per-pixel z-clipping
  873. if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 ) return;
  874. var halfLineWidth = Math.floor( (material.linewidth-1) * 0.5 );
  875. // https://gist.github.com/2486101
  876. // explanation: http://pouet.net/topic.php?which=8760&page=1
  877. // 28.4 fixed-point coordinates
  878. var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
  879. var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
  880. var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
  881. var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
  882. var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
  883. var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
  884. // Deltas
  885. var dx12 = x1 - x2, dy12 = y1 - y2, dz12 = z1 - z2;
  886. // Bounding rectangle
  887. var minx = Math.max( ( Math.min( x1, x2 ) + subpixelBias ) >> subpixelBits, 0 );
  888. var maxx = Math.min( ( Math.max( x1, x2 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  889. var miny = Math.max( ( Math.min( y1, y2 ) + subpixelBias ) >> subpixelBits, 0 );
  890. var maxy = Math.min( ( Math.max( y1, y2 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  891. var minz = Math.max( ( Math.min( z1, z2 ) + subpixelBias ) >> subpixelBits, 0 );
  892. var maxz = Math.min( ( Math.max( z1, z2 ) + subpixelBias ) >> subpixelBits, 0 );
  893. rectx1 = Math.min( minx, rectx1 );
  894. rectx2 = Math.max( maxx, rectx2 );
  895. recty1 = Math.min( miny, recty1 );
  896. recty2 = Math.max( maxy, recty2 );
  897. // Get the line's unit vector and cross vector
  898. var length = Math.sqrt((dy12 * dy12) + (dx12 * dx12));
  899. var unitX = (dx12 / length);
  900. var unitY = (dy12 / length);
  901. var unitZ = (dz12 / length);
  902. var pixelX, pixelY, pixelZ;
  903. var pX, pY, pZ;
  904. crossVector.set( unitX, unitY, unitZ );
  905. crossVector.cross( lookVector );
  906. crossVector.normalize();
  907. while (length > 0) {
  908. // Get this pixel.
  909. pixelX = (x2 + length * unitX);
  910. pixelY = (y2 + length * unitY);
  911. pixelZ = (z2 + length * unitZ);
  912. pixelX = (pixelX + subpixelBias) >> subpixelBits;
  913. pixelY = (pixelY + subpixelBias) >> subpixelBits;
  914. pZ = (pixelZ + subpixelBias) >> subpixelBits;
  915. // Draw line with line width
  916. for ( var i = -halfLineWidth; i <= halfLineWidth; ++i ) {
  917. // Compute the line pixels.
  918. // Get the pixels on the vector that crosses to the line vector
  919. pX = Math.floor((pixelX + crossVector.x * i));
  920. pY = Math.floor((pixelY + crossVector.y * i));
  921. // if pixel is over the rect. Continue
  922. if ( rectx1 >= pX || rectx2 <= pX || recty1 >= pY
  923. || recty2 <= pY )
  924. continue;
  925. // Find this pixel at which block
  926. var blockX = pX >> blockShift;
  927. var blockY = pY >> blockShift;
  928. var blockId = blockX + blockY * canvasWBlocks;
  929. // Compare the pixel depth width z block.
  930. if ( blockMaxZ[ blockId ] < minz ) continue;
  931. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  932. var bflags = blockFlags[ blockId ];
  933. if ( bflags & BLOCK_NEEDCLEAR ) clearBlock( blockX, blockY );
  934. blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  935. // draw pixel
  936. var offset = pX + pY * canvasWidth;
  937. if ( pZ < zbuffer[ offset ] ) {
  938. shader( data, zbuffer, offset, pZ, color1, color2, material );
  939. }
  940. }
  941. --length;
  942. }
  943. }
  944. function clearBlock( blockX, blockY ) {
  945. var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
  946. var poffset = zoffset * 4;
  947. var zlinestep = canvasWidth - blockSize;
  948. var plinestep = zlinestep * 4;
  949. for ( var y = 0; y < blockSize; y ++ ) {
  950. for ( var x = 0; x < blockSize; x ++ ) {
  951. zbuffer[ zoffset ++ ] = maxZVal;
  952. data[ poffset ++ ] = clearColor.r * 255 | 0;
  953. data[ poffset ++ ] = clearColor.g * 255 | 0;
  954. data[ poffset ++ ] = clearColor.b * 255 | 0;
  955. data[ poffset ++ ] = 255;
  956. }
  957. zoffset += zlinestep;
  958. poffset += plinestep;
  959. }
  960. }
  961. function finishClear( ) {
  962. var block = 0;
  963. for ( var y = 0; y < canvasHBlocks; y ++ ) {
  964. for ( var x = 0; x < canvasWBlocks; x ++ ) {
  965. if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
  966. clearBlock( x, y );
  967. blockFlags[ block ] = BLOCK_ISCLEAR;
  968. }
  969. block ++;
  970. }
  971. }
  972. }
  973. };
  974. THREE.SoftwareRenderer.Texture = function() {
  975. var canvas;
  976. this.fromImage = function( image ) {
  977. if ( ! image || image.width <= 0 || image.height <= 0 )
  978. return;
  979. if ( canvas === undefined ) {
  980. canvas = document.createElement( 'canvas' );
  981. }
  982. var size = image.width > image.height ? image.width : image.height;
  983. size = THREE.Math.nextPowerOfTwo( size );
  984. if ( canvas.width != size || canvas.height != size ) {
  985. canvas.width = size;
  986. canvas.height = size;
  987. }
  988. var ctx = canvas.getContext( '2d' );
  989. ctx.clearRect( 0, 0, size, size );
  990. ctx.drawImage( image, 0, 0, size, size );
  991. var imgData = ctx.getImageData( 0, 0, size, size );
  992. this.data = imgData.data;
  993. this.width = size;
  994. this.height = size;
  995. this.srcUrl = image.src;
  996. };
  997. };