SoftwareRenderer.js 41 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author ryg / http://farbrausch.de/~fg
  4. * @author mraleph / http://mrale.ph/
  5. * @author daoshengmu / http://dsmu.me/
  6. */
  7. THREE.SoftwareRenderer = function ( parameters ) {
  8. console.log( 'THREE.SoftwareRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var canvas = parameters.canvas !== undefined
  11. ? parameters.canvas
  12. : document.createElement( 'canvas' );
  13. var context = canvas.getContext( '2d', {
  14. alpha: parameters.alpha === true
  15. } );
  16. var shaders = {};
  17. var canvasWidth, canvasHeight;
  18. var canvasWBlocks, canvasHBlocks;
  19. var viewportXScale, viewportYScale, viewportZScale;
  20. var viewportXOffs, viewportYOffs, viewportZOffs;
  21. var clearColor = new THREE.Color( 0x000000 );
  22. var imagedata, data, zbuffer;
  23. var numBlocks, blockMaxZ, blockFlags;
  24. var BLOCK_ISCLEAR = (1 << 0);
  25. var BLOCK_NEEDCLEAR = (1 << 1);
  26. var subpixelBits = 4;
  27. var subpixelBias = (1 << subpixelBits) - 1;
  28. var blockShift = 0; // Normally, it should be 3. At line mode, it has to be 0
  29. var blockSize = 1 << blockShift;
  30. var maxZVal = (1 << 24); // Note: You want to size this so you don't get overflows.
  31. var rectx1 = Infinity, recty1 = Infinity;
  32. var rectx2 = 0, recty2 = 0;
  33. var prevrectx1 = Infinity, prevrecty1 = Infinity;
  34. var prevrectx2 = 0, prevrecty2 = 0;
  35. var projector = new THREE.Projector();
  36. var vector1 = new THREE.Vector3();
  37. var vector2 = new THREE.Vector3();
  38. var vector3 = new THREE.Vector3();
  39. var texCoord1 = new THREE.Vector2();
  40. var texCoord2 = new THREE.Vector2();
  41. var texCoord3 = new THREE.Vector2();
  42. this.domElement = canvas;
  43. this.autoClear = true;
  44. // WebGLRenderer compatibility
  45. this.supportsVertexTextures = function () {};
  46. this.setFaceCulling = function () {};
  47. this.setClearColor = function ( color, alpha ) {
  48. clearColor.set( color );
  49. cleanColorBuffer();
  50. };
  51. this.setSize = function ( width, height ) {
  52. canvasWBlocks = Math.floor( width / blockSize );
  53. canvasHBlocks = Math.floor( height / blockSize );
  54. canvasWidth = canvasWBlocks * blockSize;
  55. canvasHeight = canvasHBlocks * blockSize;
  56. var fixScale = 1 << subpixelBits;
  57. viewportXScale = fixScale * canvasWidth / 2;
  58. viewportYScale = -fixScale * canvasHeight / 2;
  59. viewportZScale = maxZVal / 2;
  60. viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
  61. viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
  62. viewportZOffs = maxZVal / 2 + 0.5;
  63. canvas.width = canvasWidth;
  64. canvas.height = canvasHeight;
  65. context.fillStyle = clearColor.getStyle();
  66. context.fillRect( 0, 0, canvasWidth, canvasHeight );
  67. imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
  68. data = imagedata.data;
  69. zbuffer = new Int32Array( data.length / 4 );
  70. numBlocks = canvasWBlocks * canvasHBlocks;
  71. blockMaxZ = new Int32Array( numBlocks );
  72. blockFlags = new Uint8Array( numBlocks );
  73. for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
  74. zbuffer[ i ] = maxZVal;
  75. }
  76. for ( var i = 0; i < numBlocks; i ++ ) {
  77. blockFlags[ i ] = BLOCK_ISCLEAR;
  78. }
  79. cleanColorBuffer();
  80. };
  81. this.setSize( canvas.width, canvas.height );
  82. this.clear = function () {
  83. rectx1 = Infinity;
  84. recty1 = Infinity;
  85. rectx2 = 0;
  86. recty2 = 0;
  87. for ( var i = 0; i < numBlocks; i ++ ) {
  88. blockMaxZ[ i ] = maxZVal;
  89. blockFlags[ i ] = (blockFlags[ i ] & BLOCK_ISCLEAR) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR;
  90. }
  91. };
  92. this.render = function ( scene, camera ) {
  93. if ( this.autoClear === true ) this.clear();
  94. var renderData = projector.projectScene( scene, camera, false, false );
  95. var elements = renderData.elements;
  96. for ( var e = 0, el = elements.length; e < el; e ++ ) {
  97. var element = elements[ e ];
  98. var material = element.material;
  99. var shader = getMaterialShader( material );
  100. if ( element instanceof THREE.RenderableFace ) {
  101. if ( !element.uvs ) {
  102. drawTriangle(
  103. element.v1.positionScreen,
  104. element.v2.positionScreen,
  105. element.v3.positionScreen,
  106. null, null, null,
  107. shader, element, material
  108. );
  109. } else {
  110. drawTriangle(
  111. element.v1.positionScreen,
  112. element.v2.positionScreen,
  113. element.v3.positionScreen,
  114. element.uvs[0], element.uvs[1], element.uvs[2],
  115. shader, element, material
  116. );
  117. }
  118. } else if ( element instanceof THREE.RenderableSprite ) {
  119. var scaleX = element.scale.x * 0.5;
  120. var scaleY = element.scale.y * 0.5;
  121. vector1.copy( element );
  122. vector1.x -= scaleX;
  123. vector1.y += scaleY;
  124. vector2.copy( element );
  125. vector2.x -= scaleX;
  126. vector2.y -= scaleY;
  127. vector3.copy( element );
  128. vector3.x += scaleX;
  129. vector3.y += scaleY;
  130. if ( material.map ) {
  131. texCoord1.set( 0, 1 );
  132. texCoord2.set( 0, 0 );
  133. texCoord3.set( 1, 1 );
  134. drawTriangle(
  135. vector1, vector2, vector3,
  136. texCoord1, texCoord2, texCoord3,
  137. shader, element, material
  138. );
  139. } else {
  140. drawTriangle(
  141. vector1, vector2, vector3,
  142. null, null, null,
  143. shader, element, material
  144. );
  145. }
  146. vector1.copy( element );
  147. vector1.x += scaleX;
  148. vector1.y += scaleY;
  149. vector2.copy( element );
  150. vector2.x -= scaleX;
  151. vector2.y -= scaleY;
  152. vector3.copy( element );
  153. vector3.x += scaleX;
  154. vector3.y -= scaleY;
  155. if ( material.map ) {
  156. texCoord1.set( 1, 1 );
  157. texCoord2.set( 0, 0 );
  158. texCoord3.set( 1, 0 );
  159. drawTriangle(
  160. vector1, vector2, vector3,
  161. texCoord1, texCoord2, texCoord3,
  162. shader, element, material
  163. );
  164. } else {
  165. drawTriangle(
  166. vector1, vector2, vector3,
  167. null, null, null,
  168. shader, element, material
  169. );
  170. }
  171. } else if ( element instanceof THREE.RenderableLine ) {
  172. var shader = getMaterialShader( material );
  173. drawLine(
  174. element.v1.positionScreen,
  175. element.v2.positionScreen,
  176. element.vertexColors[0],
  177. element.vertexColors[1],
  178. shader,
  179. material
  180. );
  181. }
  182. }
  183. finishClear();
  184. var x = Math.min( rectx1, prevrectx1 );
  185. var y = Math.min( recty1, prevrecty1 );
  186. var width = Math.max( rectx2, prevrectx2 ) - x;
  187. var height = Math.max( recty2, prevrecty2 ) - y;
  188. /*
  189. // debug; draw zbuffer
  190. for ( var i = 0, l = zbuffer.length; i < l; i++ ) {
  191. var o = i * 4;
  192. var v = (65535 - zbuffer[ i ]) >> 3;
  193. data[ o + 0 ] = v;
  194. data[ o + 1 ] = v;
  195. data[ o + 2 ] = v;
  196. data[ o + 3 ] = 255;
  197. }
  198. */
  199. if ( x !== Infinity ) {
  200. context.putImageData( imagedata, 0, 0, x, y, width, height );
  201. }
  202. prevrectx1 = rectx1; prevrecty1 = recty1;
  203. prevrectx2 = rectx2; prevrecty2 = recty2;
  204. };
  205. function cleanColorBuffer() {
  206. var size = canvasWidth * canvasHeight * 4;
  207. for ( var i = 0; i < size; i+=4 ) {
  208. data[ i ] = clearColor.r * 255 | 0;
  209. data[ i+1 ] = clearColor.g * 255 | 0;
  210. data[ i+2 ] = clearColor.b * 255 | 0;
  211. data[ i+3 ] = 255;
  212. }
  213. context.fillStyle = clearColor.getStyle();
  214. context.fillRect( 0, 0, canvasWidth, canvasHeight );
  215. }
  216. function getPalette( material, bSimulateSpecular ) {
  217. var diffuseR = material.ambient.r + material.color.r * 255;
  218. var diffuseG = material.ambient.g + material.color.g * 255;
  219. var diffuseB = material.ambient.b + material.color.b * 255;
  220. var palette = new Uint8Array(256*3);
  221. if ( bSimulateSpecular ) {
  222. var i = 0, j = 0;
  223. while(i < 204) {
  224. var r = i * diffuseR / 204;
  225. var g = i * diffuseG / 204;
  226. var b = i * diffuseB / 204;
  227. if(r > 255)
  228. r = 255;
  229. if(g > 255)
  230. g = 255;
  231. if(b > 255)
  232. b = 255;
  233. palette[j++] = r;
  234. palette[j++] = g;
  235. palette[j++] = b;
  236. ++i;
  237. }
  238. while(i < 256) { // plus specular highlight
  239. var r = diffuseR + (i - 204) * (255 - diffuseR) / 82;
  240. var g = diffuseG + (i - 204) * (255 - diffuseG) / 82;
  241. var b = diffuseB + (i - 204) * (255 - diffuseB) / 82;
  242. if(r > 255)
  243. r = 255;
  244. if(g > 255)
  245. g = 255;
  246. if(b > 255)
  247. b = 255;
  248. palette[j++] = r;
  249. palette[j++] = g;
  250. palette[j++] = b;
  251. ++i;
  252. }
  253. } else {
  254. var i = 0, j = 0;
  255. while(i < 256) {
  256. var r = i * diffuseR / 255;
  257. var g = i * diffuseG / 255;
  258. var b = i * diffuseB / 255;
  259. if(r > 255)
  260. r = 255;
  261. if(g > 255)
  262. g = 255;
  263. if(b > 255)
  264. b = 255;
  265. palette[j++] = r;
  266. palette[j++] = g;
  267. palette[j++] = b;
  268. ++i;
  269. }
  270. }
  271. return palette;
  272. }
  273. function basicMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
  274. var colorOffset = offset * 4;
  275. if ( material.needsUpdate && !material.texture.data ) {
  276. material.texture.CreateFromImage( material.map.image );
  277. }
  278. if ( !material.texture.data )
  279. return;
  280. var tdim = material.texture.width;
  281. var isTransparent = material.transparent;
  282. var tbound = tdim - 1;
  283. var tdata = material.texture.data;
  284. var tIndex = (((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)) * 4;
  285. if ( !isTransparent ) {
  286. buffer[ colorOffset ] = tdata[tIndex];
  287. buffer[ colorOffset + 1 ] = tdata[tIndex+1];
  288. buffer[ colorOffset + 2 ] = tdata[tIndex+2];
  289. buffer[ colorOffset + 3 ] = material.opacity * 255;
  290. depthBuf[ offset ] = depth;
  291. }
  292. else {
  293. var opaci = tdata[tIndex+3] * material.opacity;
  294. var texel = (tdata[tIndex] << 16) + (tdata[tIndex+1] << 8) + tdata[tIndex+2];
  295. if(opaci < 250) {
  296. var backColor = (buffer[colorOffset] << 16) + (buffer[colorOffset + 1] << 8) + buffer[colorOffset + 2];
  297. texel = texel * opaci + backColor * (1-opaci);
  298. }
  299. buffer[ colorOffset ] = (texel & 0xff0000) >> 16;
  300. buffer[ colorOffset + 1 ] = (texel & 0xff00) >> 8;
  301. buffer[ colorOffset + 2 ] = texel & 0xff;
  302. buffer[ colorOffset + 3 ] = material.opacity * 255;
  303. }
  304. }
  305. function lightingMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
  306. var colorOffset = offset * 4;
  307. if ( material.map.needsUpdate && !material.texture.data ) {
  308. material.texture.CreateFromImage( material.map.image );
  309. }
  310. if ( !material.texture.data )
  311. return;
  312. var tdim = material.texture.width;
  313. var isTransparent = material.transparent;
  314. var cIndex = (n > 0 ? (~~n) : 0) * 3;
  315. var tbound = tdim - 1;
  316. var tdata = material.texture.data;
  317. var tIndex = (((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)) * 4;
  318. if ( !isTransparent ) {
  319. buffer[ colorOffset ] = (material.palette[cIndex] * tdata[tIndex]) >> 8;
  320. buffer[ colorOffset + 1 ] = (material.palette[cIndex+1] * tdata[tIndex+1]) >> 8;
  321. buffer[ colorOffset + 2 ] = (material.palette[cIndex+2] * tdata[tIndex+2]) >> 8;
  322. buffer[ colorOffset + 3 ] = material.opacity * 255;
  323. depthBuf[ offset ] = depth;
  324. } else {
  325. var opaci = tdata[tIndex+3] * material.opacity;
  326. var foreColor = ((material.palette[cIndex] * tdata[tIndex]) << 16)
  327. + ((material.palette[cIndex+1] * tdata[tIndex+1]) << 8 )
  328. + (material.palette[cIndex+2] * tdata[tIndex+2]);
  329. if(opaci < 250) {
  330. var backColor = buffer[ colorOffset ] << 24 + buffer[ colorOffset + 1 ] << 16 + buffer[ colorOffset + 2 ] << 8;
  331. foreColor = foreColor * opaci + backColor * (1-opaci);
  332. }
  333. buffer[ colorOffset ] = (foreColor & 0xff0000) >> 16;
  334. buffer[ colorOffset + 1 ] = (foreColor & 0xff00) >> 8;
  335. buffer[ colorOffset + 2 ] = (foreColor & 0xff);
  336. buffer[ colorOffset + 3 ] = material.opacity * 255;
  337. }
  338. }
  339. function getMaterialShader( material ) {
  340. var id = material.id;
  341. var shader = shaders[ id ];
  342. if ( shaders[ id ] === undefined ) {
  343. if ( material instanceof THREE.MeshBasicMaterial ||
  344. material instanceof THREE.MeshLambertMaterial ||
  345. material instanceof THREE.MeshPhongMaterial ||
  346. material instanceof THREE.SpriteMaterial ) {
  347. if ( material instanceof THREE.MeshLambertMaterial ) {
  348. // Generate color palette
  349. if ( !material.palette ) {
  350. material.palette = getPalette( material, false );
  351. }
  352. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  353. // Generate color palette
  354. if ( !material.palette ) {
  355. material.palette = getPalette( material, true );
  356. }
  357. }
  358. var string;
  359. if ( material.map ) {
  360. var texture = new THREE.SoftwareRenderer.Texture();
  361. material.texture = texture;
  362. if ( material instanceof THREE.MeshBasicMaterial
  363. || material instanceof THREE.SpriteMaterial ) {
  364. shader = basicMaterialShader;
  365. } else {
  366. shader = lightingMaterialShader;
  367. }
  368. } else {
  369. if ( material.vertexColors === THREE.FaceColors ) {
  370. string = [
  371. 'var colorOffset = offset * 4;',
  372. 'buffer[ colorOffset ] = face.color.r * 255;',
  373. 'buffer[ colorOffset + 1 ] = face.color.g * 255;',
  374. 'buffer[ colorOffset + 2 ] = face.color.b * 255;',
  375. 'buffer[ colorOffset + 3 ] = material.opacity * 255;',
  376. 'depthBuf[ offset ] = depth;'
  377. ].join('\n');
  378. } else {
  379. string = [
  380. 'var colorOffset = offset * 4;',
  381. 'buffer[ colorOffset ] = material.color.r * 255;',
  382. 'buffer[ colorOffset + 1 ] = material.color.g * 255;',
  383. 'buffer[ colorOffset + 2 ] = material.color.b * 255;',
  384. 'buffer[ colorOffset + 3 ] = material.opacity * 255;',
  385. 'depthBuf[ offset ] = depth;'
  386. ].join('\n');
  387. }
  388. shader = new Function( 'buffer, depthBuf, offset, depth, u, v, n, face, material', string );
  389. }
  390. } else {
  391. var string = [
  392. 'var colorOffset = offset * 4;',
  393. 'buffer[ colorOffset ] = u * 255;',
  394. 'buffer[ colorOffset + 1 ] = v * 255;',
  395. 'buffer[ colorOffset + 2 ] = 0;',
  396. 'buffer[ colorOffset + 3 ] = 255;',
  397. 'depthBuf[ offset ] = depth;'
  398. ].join('\n');
  399. shader = new Function( 'buffer, depthBuf, offset, depth, u, v, n, face, material', string );
  400. }
  401. shaders[ id ] = shader;
  402. }
  403. return shader;
  404. }
  405. function clearRectangle( x1, y1, x2, y2 ) {
  406. var xmin = Math.max( Math.min( x1, x2 ), 0 );
  407. var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
  408. var ymin = Math.max( Math.min( y1, y2 ), 0 );
  409. var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
  410. var offset = ( xmin + ymin * canvasWidth ) * 4 + 3;
  411. var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
  412. for ( var y = ymin; y < ymax; y ++ ) {
  413. for ( var x = xmin; x < xmax; x ++ ) {
  414. data[ offset += 4 ] = 0;
  415. }
  416. offset += linestep;
  417. }
  418. }
  419. function drawTriangle( v1, v2, v3, uv1, uv2, uv3, shader, face, material ) {
  420. // TODO: Implement per-pixel z-clipping
  421. if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 || v3.z < -1 || v3.z > 1 ) return;
  422. // https://gist.github.com/2486101
  423. // explanation: http://pouet.net/topic.php?which=8760&page=1
  424. // 28.4 fixed-point coordinates
  425. var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
  426. var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
  427. var x3 = (v3.x * viewportXScale + viewportXOffs) | 0;
  428. var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
  429. var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
  430. var y3 = (v3.y * viewportYScale + viewportYOffs) | 0;
  431. // Z values (.28 fixed-point)
  432. var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
  433. var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
  434. var z3 = (v3.z * viewportZScale + viewportZOffs) | 0;
  435. // UV values
  436. var bHasUV = false;
  437. var tu1, tv1, tu2, tv2, tu3, tv3;
  438. if ( uv1 && uv2 && uv3 ) {
  439. bHasUV = true;
  440. tu1 = uv1.x;
  441. tv1 = 1-uv1.y;
  442. tu2 = uv2.x;
  443. tv2 = 1-uv2.y;
  444. tu3 = uv3.x;
  445. tv3 = 1-uv3.y;
  446. }
  447. // Normal values
  448. var bHasNormal = false;
  449. var n1, n2, n3, nz1, nz2, nz3;
  450. if ( face.vertexNormalsModel ) {
  451. bHasNormal = true;
  452. n1 = face.vertexNormalsModel[0];
  453. n2 = face.vertexNormalsModel[1];
  454. n3 = face.vertexNormalsModel[2];
  455. nz1 = n1.z * 255;
  456. nz2 = n2.z * 255;
  457. nz3 = n3.z * 255;
  458. }
  459. // Deltas
  460. var dx12 = x1 - x2, dy12 = y2 - y1;
  461. var dx23 = x2 - x3, dy23 = y3 - y2;
  462. var dx31 = x3 - x1, dy31 = y1 - y3;
  463. // Bounding rectangle
  464. var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
  465. var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  466. var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
  467. var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  468. rectx1 = Math.min( minx, rectx1 );
  469. rectx2 = Math.max( maxx, rectx2 );
  470. recty1 = Math.min( miny, recty1 );
  471. recty2 = Math.max( maxy, recty2 );
  472. // Block size, standard 8x8 (must be power of two)
  473. var q = blockSize;
  474. // Start in corner of 8x8 block
  475. minx &= ~(q - 1);
  476. miny &= ~(q - 1);
  477. // Constant part of half-edge functions
  478. var minXfixscale = (minx << subpixelBits);
  479. var minYfixscale = (miny << subpixelBits);
  480. var c1 = dy12 * ((minXfixscale) - x1) + dx12 * ((minYfixscale) - y1);
  481. var c2 = dy23 * ((minXfixscale) - x2) + dx23 * ((minYfixscale) - y2);
  482. var c3 = dy31 * ((minXfixscale) - x3) + dx31 * ((minYfixscale) - y3);
  483. // Correct for fill convention
  484. if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  485. if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  486. if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
  487. // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
  488. // It's a bit subtle. :)
  489. c1 = (c1 - 1) >> subpixelBits;
  490. c2 = (c2 - 1) >> subpixelBits;
  491. c3 = (c3 - 1) >> subpixelBits;
  492. // Z interpolation setup
  493. var dz12 = z1 - z2, dz31 = z3 - z1;
  494. var invDet = 1.0 / (dx12*dy31 - dx31*dy12);
  495. var dzdx = (invDet * (dz12*dy31 - dz31*dy12)); // dz per one subpixel step in x
  496. var dzdy = (invDet * (dz12*dx31 - dx12*dz31)); // dz per one subpixel step in y
  497. // Z at top/left corner of rast area
  498. var cz = ( z1 + ((minXfixscale) - x1) * dzdx + ((minYfixscale) - y1) * dzdy ) | 0;
  499. // Z pixel steps
  500. var fixscale = (1 << subpixelBits);
  501. dzdx = (dzdx * fixscale) | 0;
  502. dzdy = (dzdy * fixscale) | 0;
  503. var dtvdx, dtvdy, cbtu, cbtv;
  504. if ( bHasUV ) {
  505. // UV interpolation setup
  506. var dtu12 = tu1 - tu2, dtu31 = tu3 - tu1;
  507. var dtudx = (invDet * (dtu12*dy31 - dtu31*dy12)); // dtu per one subpixel step in x
  508. var dtudy = (invDet * (dtu12*dx31 - dx12*dtu31)); // dtu per one subpixel step in y
  509. var dtv12 = tv1 - tv2, dtv31 = tv3 - tv1;
  510. dtvdx = (invDet * (dtv12*dy31 - dtv31*dy12)); // dtv per one subpixel step in x
  511. dtvdy = (invDet * (dtv12*dx31 - dx12*dtv31)); // dtv per one subpixel step in y
  512. // UV at top/left corner of rast area
  513. cbtu = ( tu1 + (minXfixscale - x1) * dtudx + (minYfixscale - y1) * dtudy );
  514. cbtv = ( tv1 + (minXfixscale - x1) * dtvdx + (minYfixscale - y1) * dtvdy );
  515. // UV pixel steps
  516. dtudx = dtudx * fixscale;
  517. dtudy = dtudy * fixscale;
  518. dtvdx = dtvdx * fixscale;
  519. dtvdy = dtvdy * fixscale;
  520. }
  521. var dnxdx, dnzdy, cbnz;
  522. if ( bHasNormal ) {
  523. // Normal interpolation setup
  524. var dnz12 = nz1 - nz2, dnz31 = nz3 - nz1;
  525. var dnzdx = (invDet * (dnz12*dy31 - dnz31*dy12)); // dnz per one subpixel step in x
  526. var dnzdy = (invDet * (dnz12*dx31 - dx12*dnz31)); // dnz per one subpixel step in y
  527. // Normal at top/left corner of rast area
  528. cbnz = ( nz1 + (minXfixscale - x1) * dnzdx + (minYfixscale - y1) * dnzdy );
  529. // Normal pixel steps
  530. dnzdx = (dnzdx * fixscale);
  531. dnzdy = (dnzdy * fixscale);
  532. }
  533. // Set up min/max corners
  534. var qm1 = q - 1; // for convenience
  535. var nmin1 = 0, nmax1 = 0;
  536. var nmin2 = 0, nmax2 = 0;
  537. var nmin3 = 0, nmax3 = 0;
  538. var nminz = 0, nmaxz = 0;
  539. if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
  540. if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
  541. if (dx23 >= 0) nmax2 -= qm1*dx23; else nmin2 -= qm1*dx23;
  542. if (dy23 >= 0) nmax2 -= qm1*dy23; else nmin2 -= qm1*dy23;
  543. if (dx31 >= 0) nmax3 -= qm1*dx31; else nmin3 -= qm1*dx31;
  544. if (dy31 >= 0) nmax3 -= qm1*dy31; else nmin3 -= qm1*dy31;
  545. if (dzdx >= 0) nmaxz += qm1*dzdx; else nminz += qm1*dzdx;
  546. if (dzdy >= 0) nmaxz += qm1*dzdy; else nminz += qm1*dzdy;
  547. // Loop through blocks
  548. var linestep = canvasWidth - q;
  549. var cb1 = c1;
  550. var cb2 = c2;
  551. var cb3 = c3;
  552. var cbz = cz;
  553. var qstep = -q;
  554. var e1x = qstep * dy12;
  555. var e2x = qstep * dy23;
  556. var e3x = qstep * dy31;
  557. var ezx = qstep * dzdx;
  558. var etux, etvx;
  559. if ( bHasUV ) {
  560. etux = qstep * dtudx;
  561. etvx = qstep * dtvdx;
  562. }
  563. var enzx;
  564. if ( bHasNormal ) {
  565. enzx = qstep * dnzdx;
  566. }
  567. var x0 = minx;
  568. for ( var y0 = miny; y0 < maxy; y0 += q ) {
  569. // New block line - keep hunting for tri outer edge in old block line dir
  570. while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
  571. x0 += qstep;
  572. cb1 += e1x;
  573. cb2 += e2x;
  574. cb3 += e3x;
  575. cbz += ezx;
  576. if ( bHasUV ) {
  577. cbtu += etux;
  578. cbtv += etvx;
  579. }
  580. if ( bHasNormal ) {
  581. cbnz += enzx;
  582. }
  583. }
  584. // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
  585. qstep = -qstep;
  586. e1x = -e1x;
  587. e2x = -e2x;
  588. e3x = -e3x;
  589. ezx = -ezx;
  590. if ( bHasUV ) {
  591. etux = -etux;
  592. etvx = -etvx;
  593. }
  594. if ( bHasNormal ) {
  595. enzx = -enzx;
  596. }
  597. while ( 1 ) {
  598. // Step everything
  599. x0 += qstep;
  600. cb1 += e1x;
  601. cb2 += e2x;
  602. cb3 += e3x;
  603. cbz += ezx;
  604. if ( bHasUV ) {
  605. cbtu += etux;
  606. cbtv += etvx;
  607. }
  608. if ( bHasNormal ) {
  609. cbnz += enzx;
  610. }
  611. // We're done with this block line when at least one edge completely out
  612. // If an edge function is too small and decreasing in the current traversal
  613. // dir, we're done with this line.
  614. if (x0 < minx || x0 >= maxx) break;
  615. if (cb1 < nmax1) if (e1x < 0) break; else continue;
  616. if (cb2 < nmax2) if (e2x < 0) break; else continue;
  617. if (cb3 < nmax3) if (e3x < 0) break; else continue;
  618. // We can skip this block if it's already fully covered
  619. var blockX = x0 >> blockShift;
  620. var blockY = y0 >> blockShift;
  621. var blockId = blockX + blockY * canvasWBlocks;
  622. var minz = cbz + nminz;
  623. // farthest point in block closer than closest point in our tri?
  624. if ( blockMaxZ[ blockId ] < minz ) continue;
  625. // Need to do a deferred clear?
  626. var bflags = blockFlags[ blockId ];
  627. if ( bflags & BLOCK_NEEDCLEAR) clearBlock( blockX, blockY );
  628. blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  629. // Offset at top-left corner
  630. var offset = x0 + y0 * canvasWidth;
  631. // Accept whole block when fully covered
  632. if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
  633. var maxz = cbz + nmaxz;
  634. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  635. var cy1 = cb1;
  636. var cy2 = cb2;
  637. var cyz = cbz;
  638. var cytu, cytv;
  639. if ( bHasUV ) {
  640. cytu = cbtu;
  641. cytv = cbtv;
  642. }
  643. var cynz;
  644. if ( bHasNormal ) {
  645. cynz = cbnz;
  646. }
  647. for ( var iy = 0; iy < q; iy ++ ) {
  648. var cx1 = cy1;
  649. var cx2 = cy2;
  650. var cxz = cyz;
  651. var cxtu;
  652. var cxtv;
  653. if ( bHasUV ) {
  654. cxtu = cytu;
  655. cxtv = cytv;
  656. }
  657. var cxnz;
  658. if ( bHasNormal ) {
  659. cxnz = cynz;
  660. }
  661. for ( var ix = 0; ix < q; ix ++ ) {
  662. var z = cxz;
  663. if ( z < zbuffer[ offset ] ) {
  664. shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
  665. }
  666. cx1 += dy12;
  667. cx2 += dy23;
  668. cxz += dzdx;
  669. if ( bHasUV ) {
  670. cxtu += dtudx;
  671. cxtv += dtvdx;
  672. }
  673. if ( bHasNormal ) {
  674. cxnz += dnzdx;
  675. }
  676. offset++;
  677. }
  678. cy1 += dx12;
  679. cy2 += dx23;
  680. cyz += dzdy;
  681. if ( bHasUV ) {
  682. cytu += dtudy;
  683. cytv += dtvdy;
  684. }
  685. if ( bHasNormal ) {
  686. cynz += dnzdy;
  687. }
  688. offset += linestep;
  689. }
  690. } else { // Partially covered block
  691. var cy1 = cb1;
  692. var cy2 = cb2;
  693. var cy3 = cb3;
  694. var cyz = cbz;
  695. var cytu, cytv;
  696. if ( bHasUV ) {
  697. cytu = cbtu;
  698. cytv = cbtv;
  699. }
  700. var cynz;
  701. if ( bHasNormal ) {
  702. cynz = cbnz;
  703. }
  704. for ( var iy = 0; iy < q; iy ++ ) {
  705. var cx1 = cy1;
  706. var cx2 = cy2;
  707. var cx3 = cy3;
  708. var cxz = cyz;
  709. var cxtu;
  710. var cxtv;
  711. if ( bHasUV ) {
  712. cxtu = cytu;
  713. cxtv = cytv;
  714. }
  715. var cxnz;
  716. if ( bHasNormal ) {
  717. cxnz = cynz;
  718. }
  719. for ( var ix = 0; ix < q; ix ++ ) {
  720. if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
  721. var z = cxz;
  722. if ( z < zbuffer[ offset ] ) {
  723. shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
  724. }
  725. }
  726. cx1 += dy12;
  727. cx2 += dy23;
  728. cx3 += dy31;
  729. cxz += dzdx;
  730. if ( bHasUV ) {
  731. cxtu += dtudx;
  732. cxtv += dtvdx;
  733. }
  734. if ( bHasNormal ) {
  735. cxnz += dnzdx;
  736. }
  737. offset++;
  738. }
  739. cy1 += dx12;
  740. cy2 += dx23;
  741. cy3 += dx31;
  742. cyz += dzdy;
  743. if ( bHasUV ) {
  744. cytu += dtudy;
  745. cytv += dtvdy;
  746. }
  747. if ( bHasNormal ) {
  748. cynz += dnzdy;
  749. }
  750. offset += linestep;
  751. }
  752. }
  753. }
  754. // Advance to next row of blocks
  755. cb1 += q*dx12;
  756. cb2 += q*dx23;
  757. cb3 += q*dx31;
  758. cbz += q*dzdy;
  759. if ( bHasUV ) {
  760. cbtu += q*dtudy;
  761. cbtv += q*dtvdy;
  762. }
  763. if ( bHasNormal ) {
  764. cbnz += q*dnzdy;
  765. }
  766. }
  767. }
  768. // To do: draw line clean color using clean blocks is not enough.
  769. // To confirm why must mouse move can see the line.
  770. // var blockShift = 0; var blockSize = 1 << blockShift; In order to clean pixel
  771. // LineWidth support
  772. function drawLine( v1, v2, color1, color2, shader, material ) {
  773. // TODO: Implement per-pixel z-clipping
  774. if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 ) return;
  775. // According line width to get bounding points
  776. var halfLineWidth = Math.floor( (material.linewidth-1) * 0.5 );
  777. var lookVector = new THREE.Vector3( 0, 0, 1 );
  778. var crossVector = new THREE.Vector3();
  779. // var dummyUpAxis = new THREE.Vector3( 0, 1, 0 );
  780. // var dummyRightAxis = new THREE.Vector3( 1, 0, 0 );
  781. // var crossVector = new THREE.Vector3();
  782. // var lineDir = v1.clone();
  783. // lineDir.sub( v2 ) ;
  784. //
  785. // if ( Math.abs(dummyUpAxis.dot( lineDir )) === 1 ) { // This is parallel vector
  786. // crossVector.crossVectors( lineDir, dummyRightAxis );
  787. // } else {
  788. // crossVector.crossVectors( lineDir, dummyUpAxis );
  789. // }
  790. // crossVector.multiplyScalar( halfLineWidth );
  791. // https://gist.github.com/2486101
  792. // explanation: http://pouet.net/topic.php?which=8760&page=1
  793. // 28.4 fixed-point coordinates
  794. var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
  795. var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
  796. var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
  797. var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
  798. // Z values (.28 fixed-point)
  799. var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
  800. var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
  801. // Deltas
  802. var dx12 = x1 - x2, dy12 = y1 - y2;
  803. // Bounding rectangle
  804. var minx = Math.max( ( Math.min( x1, x2 ) + subpixelBias ) >> subpixelBits, 0 );
  805. var maxx = Math.min( ( Math.max( x1, x2 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  806. var miny = Math.max( ( Math.min( y1, y2 ) + subpixelBias ) >> subpixelBits, 0 );
  807. var maxy = Math.min( ( Math.max( y1, y2 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  808. var minz = Math.max( ( Math.min( z1, z2 ) + subpixelBias ) >> subpixelBits, 0 );
  809. //var maxz = Math.min( ( Math.max( z1, z2 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  810. rectx1 = Math.min( minx, rectx1 );
  811. rectx2 = Math.max( maxx, rectx2 );
  812. recty1 = Math.min( miny, recty1 );
  813. recty2 = Math.max( maxy, recty2 );
  814. // Block size, standard 8x8 (must be power of two)
  815. var q = blockSize; // line mode should be 0.
  816. // Start in corner of 8x8 block
  817. minx &= ~(q - 1);
  818. miny &= ~(q - 1);
  819. // Constant part of half-edge functions
  820. //var minXfixscale = (minx << subpixelBits);
  821. //var minYfixscale = (miny << subpixelBits);
  822. //var c1 = dy12 * ((minXfixscale) - x1) + dx12 * ((minYfixscale) - y1);
  823. // Correct for fill convention
  824. //if ( dy12 > 0 || ( dy12 === 0 && dx12 > 0 ) ) c1++;
  825. // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
  826. // It's a bit subtle. :)
  827. //c1 = (c1 - 1) >> subpixelBits;
  828. // Z interpolation setup
  829. var dz12 = z1 - z2;
  830. // Z at top/left corner of rast area
  831. //var cz = ( z1 + ((minXfixscale) - x1) * dzdx + ((minYfixscale) - y1) * dzdy ) | 0;
  832. // Z pixel steps
  833. // var fixscale = (1 << subpixelBits);
  834. // dzdx = (dzdx * fixscale) | 0;
  835. // dzdy = (dzdy * fixscale) | 0;
  836. // Set up min/max corners
  837. // var qm1 = q - 1; // for convenience
  838. // var nmin1 = 0, nmax1 = 0;
  839. // var nminz = 0, nmaxz = 0;
  840. // if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
  841. // if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
  842. // if (dz12 >= 0) nmaxz += qm1*dz12; else nminz += qm1*dz12;
  843. // if (dzdx >= 0) nmaxz += qm1*dzdx; else nminz += qm1*dzdx;
  844. // if (dzdy >= 0) nmaxz += qm1*dzdy; else nminz += qm1*dzdy;
  845. // Loop through blocks
  846. //var linestep = canvasWidth - q;
  847. //var cb1 = c1;
  848. //var cbz = cz;
  849. //var qstep = -q;
  850. //var e1x = qstep * dy12;
  851. //var ezx = qstep * dz12;
  852. var x0 = (x2);
  853. //var slope = dy12 / dx12;
  854. var length = Math.sqrt((dy12 * dy12) + (dx12 *dx12));
  855. var unitX = (dx12 / length);
  856. var unitY = (dy12 / length);
  857. var unitZ = (dz12 / length);
  858. var y0 = (y2);
  859. var z0 = (z2);
  860. var pixelX, pixelY, pixelZ;
  861. crossVector.set( unitX, unitY, unitZ );
  862. crossVector.cross( lookVector );
  863. crossVector.normalize();
  864. while (length > 0) {
  865. // Get this pixel.
  866. pixelX = (x0 + length * unitX);
  867. pixelY = (y0 + length * unitY);
  868. pixelZ = (z0 + length * unitZ);
  869. // if pixel is at rect ...Draw.
  870. // Draw line with width
  871. pixelX = pixelX >> subpixelBits;
  872. pixelY = pixelY >> subpixelBits;
  873. var pZ = pixelZ >> subpixelBits;
  874. for ( var i = -halfLineWidth; i <= halfLineWidth; ++i ) {
  875. var pX = (pixelX + crossVector.x * i);
  876. var pY = (pixelY + crossVector.y * i);
  877. // pZ = (pZ + crossVector.z * i);
  878. // Find this pixel at which block
  879. var blockX = pX >> blockShift;
  880. var blockY = pY >> blockShift;
  881. var blockId = blockX + blockY * canvasWBlocks;
  882. if ( blockMaxZ[ blockId ] < minz ) continue;
  883. // Compare the pixel with block's z
  884. var bflags = blockFlags[ blockId ];
  885. if ( bflags & BLOCK_NEEDCLEAR) clearBlock( blockX, blockY );
  886. blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  887. // Line can't use block
  888. // draw pixel
  889. var offset = Math.round(pX) + Math.round(pY) * canvasWidth;
  890. if ( pZ < zbuffer[ offset ] ) {
  891. shader( data, zbuffer, offset, pZ, 1, 1, null, null, material );
  892. }
  893. }
  894. --length;
  895. }
  896. }
  897. // To do: draw line clean color using clean blocks is not enough.
  898. // To confirm why must mouse move can see the line.
  899. // var blockShift = 0; var blockSize = 1 << blockShift; In order to clean pixel
  900. // LineWidth support
  901. function drawLine1( v1, v2, color1, color2, upVector, rightVector, shader, material ) {
  902. // TODO: Implement per-pixel z-clipping
  903. if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 ) return;
  904. // According line width to get bounding points
  905. var halfLineWidth = material.linewidth * 0.5;
  906. var dummyUpAxis = new THREE.Vector3( 0, 1, 0 );
  907. var dummyRightAxis = new THREE.Vector3( 1, 0, 0 );
  908. var crossVector = new THREE.Vector3();
  909. var lineDir = v1.clone();
  910. lineDir.sub( v2 ) ;
  911. if ( Math.abs(dummyUpAxis.dot( lineDir )) === 1 ) { // This is parallel vector
  912. crossVector.crossVectors( lineDir, dummyRightAxis );
  913. } else {
  914. crossVector.crossVectors( lineDir, dummyUpAxis );
  915. }
  916. crossVector.multiplyScalar( halfLineWidth );
  917. // https://gist.github.com/2486101
  918. // explanation: http://pouet.net/topic.php?which=8760&page=1
  919. // 28.4 fixed-point coordinates
  920. var x1 = ((v1.x-crossVector.x) * viewportXScale + viewportXOffs) | 0;
  921. var x2 = ((v1.x+crossVector.x) * viewportXScale + viewportXOffs) | 0;
  922. var x3 = ((v2.x-crossVector.x) * viewportXScale + viewportXOffs) | 0;
  923. var x4 = ((v2.x+crossVector.x) * viewportXScale + viewportXOffs) | 0;
  924. var y1 = ((v1.y-crossVector.y) * viewportYScale + viewportYOffs) | 0;
  925. var y2 = ((v1.y+crossVector.y) * viewportYScale + viewportYOffs) | 0;
  926. var y3 = ((v2.y-crossVector.y) * viewportYScale + viewportYOffs) | 0;
  927. var y4 = ((v2.y+crossVector.y) * viewportYScale + viewportYOffs) | 0;
  928. // Z values (.28 fixed-point)
  929. var z1 = ((v1.z-crossVector.z) * viewportZScale + viewportZOffs) | 0;
  930. var z2 = ((v1.z+crossVector.z) * viewportZScale + viewportZOffs) | 0;
  931. var z3 = ((v2.z-crossVector.z) * viewportZScale + viewportZOffs) | 0;
  932. var z4 = ((v2.z+crossVector.z) * viewportZScale + viewportZOffs) | 0;
  933. // Deltas
  934. var dx12 = x1 - x2, dy12 = y2 - y1;
  935. // Bounding rectangle
  936. var minx = Math.max( ( Math.min( x1, x2, x3, x4 ) + subpixelBias ) >> subpixelBits, 0 );
  937. var maxx = Math.min( ( Math.max( x1, x2, x3, x4 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  938. var miny = Math.max( ( Math.min( y1, y2, y3, y4 ) + subpixelBias ) >> subpixelBits, 0 );
  939. var maxy = Math.min( ( Math.max( y1, y2, y3, y4 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  940. rectx1 = Math.min( minx, rectx1 );
  941. rectx2 = Math.max( maxx, rectx2 );
  942. recty1 = Math.min( miny, recty1 );
  943. recty2 = Math.max( maxy, recty2 );
  944. // Block size, standard 8x8 (must be power of two)
  945. var q = blockSize;
  946. // Start in corner of 8x8 block
  947. minx &= ~(q - 1);
  948. miny &= ~(q - 1);
  949. // Constant part of half-edge functions
  950. var minXfixscale = (minx << subpixelBits);
  951. var minYfixscale = (miny << subpixelBits);
  952. var c1 = dy12 * ((minXfixscale) - x1) + dx12 * ((minYfixscale) - y1);
  953. // Correct for fill convention
  954. if ( dy12 > 0 || ( dy12 === 0 && dx12 > 0 ) ) c1 ++;
  955. // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
  956. // It's a bit subtle. :)
  957. c1 = (c1 - 1) >> subpixelBits;
  958. // Z interpolation setup
  959. var dz12 = z1 - z2;
  960. var invDet = 1.0 / dx12;
  961. var dzdx = invDet * dz12; // dz per one subpixel step in x
  962. var dzdy = invDet * dz12; // dz per one subpixel step in y
  963. // Z at top/left corner of rast area
  964. var cz = ( z1 + ((minXfixscale) - x1) * dzdx + ((minYfixscale) - y1) * dzdy ) | 0;
  965. // Z pixel steps
  966. var fixscale = (1 << subpixelBits);
  967. dzdx = (dzdx * fixscale) | 0;
  968. dzdy = (dzdy * fixscale) | 0;
  969. // Set up min/max corners
  970. var qm1 = q - 1; // for convenience
  971. var nmin1 = 0, nmax1 = 0;
  972. var nminz = 0, nmaxz = 0;
  973. if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
  974. if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
  975. if (dzdx >= 0) nmaxz += qm1*dzdx; else nminz += qm1*dzdx;
  976. if (dzdy >= 0) nmaxz += qm1*dzdy; else nminz += qm1*dzdy;
  977. // Loop through blocks
  978. var linestep = canvasWidth - q;
  979. var cb1 = c1;
  980. var cbz = cz;
  981. var qstep = -q;
  982. var e1x = qstep * dy12;
  983. var ezx = qstep * dzdx;
  984. var x0 = minx;
  985. for ( var y0 = miny; y0 < maxy; y0 += q ) {
  986. // New block line - keep hunting for tri outer edge in old block line dir
  987. while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 ) {
  988. x0 += qstep;
  989. cb1 += e1x;
  990. cbz += ezx;
  991. }
  992. // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
  993. qstep = -qstep;
  994. e1x = -e1x;
  995. ezx = -ezx;
  996. while ( 1 ) {
  997. // Step everything
  998. x0 += qstep;
  999. cb1 += e1x;
  1000. cbz += ezx;
  1001. // We're done with this block line when at least one edge completely out
  1002. // If an edge function is too small and decreasing in the current traversal
  1003. // dir, we're done with this line.
  1004. if (x0 < minx || x0 >= maxx) break;
  1005. if (cb1 < nmax1) if (e1x < 0) break; else continue;
  1006. // We can skip this block if it's already fully covered
  1007. var blockX = x0 >> blockShift;
  1008. var blockY = y0 >> blockShift;
  1009. var blockId = blockX + blockY * canvasWBlocks;
  1010. var minz = cbz + nminz;
  1011. // farthest point in block closer than closest point in our tri?
  1012. if ( blockMaxZ[ blockId ] < minz ) continue;
  1013. // Need to do a deferred clear?
  1014. var bflags = blockFlags[ blockId ];
  1015. if ( bflags & BLOCK_NEEDCLEAR) clearBlock( blockX, blockY );
  1016. blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  1017. // Offset at top-left corner
  1018. var offset = x0 + y0 * canvasWidth;
  1019. // Accept whole block when fully covered
  1020. if ( cb1 >= nmin1 ) {
  1021. var maxz = cbz + nmaxz;
  1022. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  1023. var cy1 = cb1;
  1024. var cyz = cbz;
  1025. for ( var iy = 0; iy < q; iy ++ ) {
  1026. var cx1 = cy1;
  1027. var cxz = cyz;
  1028. for ( var ix = 0; ix < q; ix ++ ) {
  1029. var z = cxz;
  1030. if ( z < zbuffer[ offset ] ) {
  1031. shader( data, zbuffer, offset, z, 1, 1, null, null, material );
  1032. }
  1033. cx1 += dy12;
  1034. cxz += dzdx;
  1035. offset++;
  1036. }
  1037. cy1 += dx12;
  1038. cyz += dzdy;
  1039. offset += linestep;
  1040. }
  1041. } else { // Partially covered block
  1042. var cy1 = cb1;
  1043. var cyz = cbz;
  1044. for ( var iy = 0; iy < q; iy ++ ) {
  1045. var cx1 = cy1;
  1046. var cxz = cyz;
  1047. for ( var ix = 0; ix < q; ix ++ ) {
  1048. if ( cx1 >= 0 ) {
  1049. var z = cxz;
  1050. if ( z < zbuffer[ offset ] ) {
  1051. shader( data, zbuffer, offset, z, 1, 1, null, null, material );
  1052. }
  1053. }
  1054. cx1 += dy12;
  1055. cxz += dzdx;
  1056. offset++;
  1057. }
  1058. cy1 += dx12;
  1059. cyz += dzdy;
  1060. offset += linestep;
  1061. }
  1062. }
  1063. }
  1064. // Advance to next row of blocks
  1065. cb1 += q*dx12;
  1066. cbz += q*dzdy;
  1067. }
  1068. // interpolation pixel postion from vertices
  1069. // interpolation pixel color from vertices
  1070. }
  1071. function clearBlock( blockX, blockY ) {
  1072. var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
  1073. var poffset = zoffset * 4;
  1074. var zlinestep = canvasWidth - blockSize;
  1075. var plinestep = zlinestep * 4;
  1076. for ( var y = 0; y < blockSize; y ++ ) {
  1077. for ( var x = 0; x < blockSize; x ++ ) {
  1078. zbuffer[ zoffset ++ ] = maxZVal;
  1079. data[ poffset ++ ] = clearColor.r * 255 | 0;
  1080. data[ poffset ++ ] = clearColor.g * 255 | 0;
  1081. data[ poffset ++ ] = clearColor.b * 255 | 0;
  1082. data[ poffset ++ ] = 255;
  1083. }
  1084. zoffset += zlinestep;
  1085. poffset += plinestep;
  1086. }
  1087. }
  1088. function finishClear( ) {
  1089. var block = 0;
  1090. for ( var y = 0; y < canvasHBlocks; y ++ ) {
  1091. for ( var x = 0; x < canvasWBlocks; x ++ ) {
  1092. if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
  1093. clearBlock( x, y );
  1094. blockFlags[ block ] = BLOCK_ISCLEAR;
  1095. }
  1096. block ++;
  1097. }
  1098. }
  1099. }
  1100. };
  1101. THREE.SoftwareRenderer.Texture = function() {
  1102. var canvas = null;
  1103. this.CreateFromImage = function( image ) {
  1104. if( !image || image.width <=0 || image.height <=0 )
  1105. return;
  1106. var isCanvasClean = false;
  1107. var canvas = THREE.SoftwareRenderer.Texture.canvas;
  1108. if ( !canvas ) {
  1109. try {
  1110. canvas = document.createElement('canvas');
  1111. THREE.SoftwareRenderer.Texture.canvas = canvas;
  1112. isCanvasClean = true;
  1113. } catch( e ) {
  1114. return;
  1115. }
  1116. }
  1117. var dim = image.width > image.height ? image.width : image.height;
  1118. if(dim <= 32)
  1119. dim = 32;
  1120. else if(dim <= 64)
  1121. dim = 64;
  1122. else if(dim <= 128)
  1123. dim = 128;
  1124. else if(dim <= 256)
  1125. dim = 256;
  1126. else if(dim <= 512)
  1127. dim = 512;
  1128. else
  1129. dim = 1024;
  1130. if(canvas.width != dim || canvas.height != dim) {
  1131. canvas.width = canvas.height = dim;
  1132. isCanvasClean = true;
  1133. }
  1134. var data;
  1135. try {
  1136. var ctx = canvas.getContext('2d');
  1137. if(!isCanvasClean)
  1138. ctx.clearRect(0, 0, dim, dim);
  1139. ctx.drawImage(image, 0, 0, dim, dim);
  1140. var imgData = ctx.getImageData(0, 0, dim, dim);
  1141. data = imgData.data;
  1142. }
  1143. catch(e) {
  1144. return;
  1145. }
  1146. var size = data.length;
  1147. this.data = new Uint8Array(size);
  1148. var alpha;
  1149. for(var i=0, j=0; i<size; ) {
  1150. this.data[i++] = data[j++];
  1151. this.data[i++] = data[j++];
  1152. this.data[i++] = data[j++];
  1153. alpha = data[j++];
  1154. this.data[i++] = alpha;
  1155. if(alpha < 255)
  1156. this.hasTransparency = true;
  1157. }
  1158. this.width = dim;
  1159. this.height = dim;
  1160. this.srcUrl = image.src;
  1161. };
  1162. };