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- /**
- * @author mrdoob / http://mrdoob.com/
- * @author ryg / http://farbrausch.de/~fg
- * @author mraleph / http://mrale.ph/
- * @author daoshengmu / http://dsmu.me/
- */
- THREE.SoftwareRenderer = function ( parameters ) {
- console.log( 'THREE.SoftwareRenderer', THREE.REVISION );
- parameters = parameters || {};
- var canvas = parameters.canvas !== undefined
- ? parameters.canvas
- : document.createElement( 'canvas' );
- var context = canvas.getContext( '2d', {
- alpha: parameters.alpha === true
- } );
- var shaders = {};
- var canvasWidth, canvasHeight;
- var canvasWBlocks, canvasHBlocks;
- var viewportXScale, viewportYScale, viewportZScale;
- var viewportXOffs, viewportYOffs, viewportZOffs;
- var clearColor = new THREE.Color( 0x000000 );
- var imagedata, data, zbuffer;
- var numBlocks, blockMaxZ, blockFlags;
- var BLOCK_ISCLEAR = (1 << 0);
- var BLOCK_NEEDCLEAR = (1 << 1);
- var subpixelBits = 4;
- var subpixelBias = (1 << subpixelBits) - 1;
- var blockShift = 0; // Normally, it should be 3. At line mode, it has to be 0
- var blockSize = 1 << blockShift;
- var maxZVal = (1 << 24); // Note: You want to size this so you don't get overflows.
- var rectx1 = Infinity, recty1 = Infinity;
- var rectx2 = 0, recty2 = 0;
- var prevrectx1 = Infinity, prevrecty1 = Infinity;
- var prevrectx2 = 0, prevrecty2 = 0;
- var projector = new THREE.Projector();
- var vector1 = new THREE.Vector3();
- var vector2 = new THREE.Vector3();
- var vector3 = new THREE.Vector3();
-
- var texCoord1 = new THREE.Vector2();
- var texCoord2 = new THREE.Vector2();
- var texCoord3 = new THREE.Vector2();
- this.domElement = canvas;
- this.autoClear = true;
- // WebGLRenderer compatibility
- this.supportsVertexTextures = function () {};
- this.setFaceCulling = function () {};
- this.setClearColor = function ( color, alpha ) {
- clearColor.set( color );
- cleanColorBuffer();
- };
- this.setSize = function ( width, height ) {
- canvasWBlocks = Math.floor( width / blockSize );
- canvasHBlocks = Math.floor( height / blockSize );
- canvasWidth = canvasWBlocks * blockSize;
- canvasHeight = canvasHBlocks * blockSize;
- var fixScale = 1 << subpixelBits;
- viewportXScale = fixScale * canvasWidth / 2;
- viewportYScale = -fixScale * canvasHeight / 2;
- viewportZScale = maxZVal / 2;
-
- viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
- viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
- viewportZOffs = maxZVal / 2 + 0.5;
-
- canvas.width = canvasWidth;
- canvas.height = canvasHeight;
- context.fillStyle = clearColor.getStyle();
- context.fillRect( 0, 0, canvasWidth, canvasHeight );
- imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
- data = imagedata.data;
- zbuffer = new Int32Array( data.length / 4 );
- numBlocks = canvasWBlocks * canvasHBlocks;
- blockMaxZ = new Int32Array( numBlocks );
- blockFlags = new Uint8Array( numBlocks );
- for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
- zbuffer[ i ] = maxZVal;
- }
- for ( var i = 0; i < numBlocks; i ++ ) {
- blockFlags[ i ] = BLOCK_ISCLEAR;
- }
- cleanColorBuffer();
- };
- this.setSize( canvas.width, canvas.height );
- this.clear = function () {
- rectx1 = Infinity;
- recty1 = Infinity;
- rectx2 = 0;
- recty2 = 0;
- for ( var i = 0; i < numBlocks; i ++ ) {
- blockMaxZ[ i ] = maxZVal;
- blockFlags[ i ] = (blockFlags[ i ] & BLOCK_ISCLEAR) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR;
- }
- };
- this.render = function ( scene, camera ) {
- if ( this.autoClear === true ) this.clear();
- var renderData = projector.projectScene( scene, camera, false, false );
- var elements = renderData.elements;
- for ( var e = 0, el = elements.length; e < el; e ++ ) {
- var element = elements[ e ];
- var material = element.material;
- var shader = getMaterialShader( material );
- if ( element instanceof THREE.RenderableFace ) {
-
- if ( !element.uvs ) {
-
- drawTriangle(
- element.v1.positionScreen,
- element.v2.positionScreen,
- element.v3.positionScreen,
- null, null, null,
- shader, element, material
- );
- } else {
-
- drawTriangle(
- element.v1.positionScreen,
- element.v2.positionScreen,
- element.v3.positionScreen,
- element.uvs[0], element.uvs[1], element.uvs[2],
- shader, element, material
- );
- }
-
- } else if ( element instanceof THREE.RenderableSprite ) {
- var scaleX = element.scale.x * 0.5;
- var scaleY = element.scale.y * 0.5;
- vector1.copy( element );
- vector1.x -= scaleX;
- vector1.y += scaleY;
- vector2.copy( element );
- vector2.x -= scaleX;
- vector2.y -= scaleY;
- vector3.copy( element );
- vector3.x += scaleX;
- vector3.y += scaleY;
-
- if ( material.map ) {
- texCoord1.set( 0, 1 );
- texCoord2.set( 0, 0 );
- texCoord3.set( 1, 1 );
-
- drawTriangle(
- vector1, vector2, vector3,
- texCoord1, texCoord2, texCoord3,
- shader, element, material
- );
- } else {
-
- drawTriangle(
- vector1, vector2, vector3,
- null, null, null,
- shader, element, material
- );
- }
- vector1.copy( element );
- vector1.x += scaleX;
- vector1.y += scaleY;
- vector2.copy( element );
- vector2.x -= scaleX;
- vector2.y -= scaleY;
- vector3.copy( element );
- vector3.x += scaleX;
- vector3.y -= scaleY;
-
- if ( material.map ) {
- texCoord1.set( 1, 1 );
- texCoord2.set( 0, 0 );
- texCoord3.set( 1, 0 );
- drawTriangle(
- vector1, vector2, vector3,
- texCoord1, texCoord2, texCoord3,
- shader, element, material
- );
- } else {
-
- drawTriangle(
- vector1, vector2, vector3,
- null, null, null,
- shader, element, material
- );
- }
- } else if ( element instanceof THREE.RenderableLine ) {
-
- var shader = getMaterialShader( material );
-
- drawLine(
- element.v1.positionScreen,
- element.v2.positionScreen,
- element.vertexColors[0],
- element.vertexColors[1],
- shader,
- material
- );
- }
- }
- finishClear();
- var x = Math.min( rectx1, prevrectx1 );
- var y = Math.min( recty1, prevrecty1 );
- var width = Math.max( rectx2, prevrectx2 ) - x;
- var height = Math.max( recty2, prevrecty2 ) - y;
- /*
- // debug; draw zbuffer
- for ( var i = 0, l = zbuffer.length; i < l; i++ ) {
- var o = i * 4;
- var v = (65535 - zbuffer[ i ]) >> 3;
- data[ o + 0 ] = v;
- data[ o + 1 ] = v;
- data[ o + 2 ] = v;
- data[ o + 3 ] = 255;
- }
- */
- if ( x !== Infinity ) {
- context.putImageData( imagedata, 0, 0, x, y, width, height );
- }
- prevrectx1 = rectx1; prevrecty1 = recty1;
- prevrectx2 = rectx2; prevrecty2 = recty2;
- };
- function cleanColorBuffer() {
- var size = canvasWidth * canvasHeight * 4;
- for ( var i = 0; i < size; i+=4 ) {
-
- data[ i ] = clearColor.r * 255 | 0;
- data[ i+1 ] = clearColor.g * 255 | 0;
- data[ i+2 ] = clearColor.b * 255 | 0;
- data[ i+3 ] = 255;
- }
- context.fillStyle = clearColor.getStyle();
- context.fillRect( 0, 0, canvasWidth, canvasHeight );
- }
- function getPalette( material, bSimulateSpecular ) {
- var diffuseR = material.ambient.r + material.color.r * 255;
- var diffuseG = material.ambient.g + material.color.g * 255;
- var diffuseB = material.ambient.b + material.color.b * 255;
- var palette = new Uint8Array(256*3);
-
- if ( bSimulateSpecular ) {
-
- var i = 0, j = 0;
- while(i < 204) {
- var r = i * diffuseR / 204;
- var g = i * diffuseG / 204;
- var b = i * diffuseB / 204;
- if(r > 255)
- r = 255;
- if(g > 255)
- g = 255;
- if(b > 255)
- b = 255;
- palette[j++] = r;
- palette[j++] = g;
- palette[j++] = b;
- ++i;
- }
- while(i < 256) { // plus specular highlight
- var r = diffuseR + (i - 204) * (255 - diffuseR) / 82;
- var g = diffuseG + (i - 204) * (255 - diffuseG) / 82;
- var b = diffuseB + (i - 204) * (255 - diffuseB) / 82;
- if(r > 255)
- r = 255;
- if(g > 255)
- g = 255;
- if(b > 255)
- b = 255;
-
- palette[j++] = r;
- palette[j++] = g;
- palette[j++] = b;
- ++i;
- }
-
- } else {
-
- var i = 0, j = 0;
- while(i < 256) {
- var r = i * diffuseR / 255;
- var g = i * diffuseG / 255;
- var b = i * diffuseB / 255;
- if(r > 255)
- r = 255;
- if(g > 255)
- g = 255;
- if(b > 255)
- b = 255;
- palette[j++] = r;
- palette[j++] = g;
- palette[j++] = b;
- ++i;
- }
-
- }
-
- return palette;
- }
-
- function basicMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
-
- var colorOffset = offset * 4;
- if ( material.needsUpdate && !material.texture.data ) {
- material.texture.CreateFromImage( material.map.image );
- }
- if ( !material.texture.data )
- return;
- var tdim = material.texture.width;
- var isTransparent = material.transparent;
- var tbound = tdim - 1;
- var tdata = material.texture.data;
- var tIndex = (((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)) * 4;
-
- if ( !isTransparent ) {
- buffer[ colorOffset ] = tdata[tIndex];
- buffer[ colorOffset + 1 ] = tdata[tIndex+1];
- buffer[ colorOffset + 2 ] = tdata[tIndex+2];
- buffer[ colorOffset + 3 ] = material.opacity * 255;
- depthBuf[ offset ] = depth;
- }
- else {
- var opaci = tdata[tIndex+3] * material.opacity;
- var texel = (tdata[tIndex] << 16) + (tdata[tIndex+1] << 8) + tdata[tIndex+2];
- if(opaci < 250) {
- var backColor = (buffer[colorOffset] << 16) + (buffer[colorOffset + 1] << 8) + buffer[colorOffset + 2];
- texel = texel * opaci + backColor * (1-opaci);
- }
-
- buffer[ colorOffset ] = (texel & 0xff0000) >> 16;
- buffer[ colorOffset + 1 ] = (texel & 0xff00) >> 8;
- buffer[ colorOffset + 2 ] = texel & 0xff;
- buffer[ colorOffset + 3 ] = material.opacity * 255;
- }
- }
-
- function lightingMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
-
- var colorOffset = offset * 4;
-
- if ( material.map.needsUpdate && !material.texture.data ) {
- material.texture.CreateFromImage( material.map.image );
- }
- if ( !material.texture.data )
- return;
- var tdim = material.texture.width;
- var isTransparent = material.transparent;
- var cIndex = (n > 0 ? (~~n) : 0) * 3;
- var tbound = tdim - 1;
- var tdata = material.texture.data;
- var tIndex = (((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)) * 4;
-
- if ( !isTransparent ) {
- buffer[ colorOffset ] = (material.palette[cIndex] * tdata[tIndex]) >> 8;
- buffer[ colorOffset + 1 ] = (material.palette[cIndex+1] * tdata[tIndex+1]) >> 8;
- buffer[ colorOffset + 2 ] = (material.palette[cIndex+2] * tdata[tIndex+2]) >> 8;
- buffer[ colorOffset + 3 ] = material.opacity * 255;
- depthBuf[ offset ] = depth;
- } else {
- var opaci = tdata[tIndex+3] * material.opacity;
- var foreColor = ((material.palette[cIndex] * tdata[tIndex]) << 16)
- + ((material.palette[cIndex+1] * tdata[tIndex+1]) << 8 )
- + (material.palette[cIndex+2] * tdata[tIndex+2]);
-
- if(opaci < 250) {
- var backColor = buffer[ colorOffset ] << 24 + buffer[ colorOffset + 1 ] << 16 + buffer[ colorOffset + 2 ] << 8;
- foreColor = foreColor * opaci + backColor * (1-opaci);
- }
-
- buffer[ colorOffset ] = (foreColor & 0xff0000) >> 16;
- buffer[ colorOffset + 1 ] = (foreColor & 0xff00) >> 8;
- buffer[ colorOffset + 2 ] = (foreColor & 0xff);
- buffer[ colorOffset + 3 ] = material.opacity * 255;
- }
-
- }
-
- function getMaterialShader( material ) {
- var id = material.id;
- var shader = shaders[ id ];
- if ( shaders[ id ] === undefined ) {
-
- if ( material instanceof THREE.MeshBasicMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material instanceof THREE.MeshPhongMaterial ||
- material instanceof THREE.SpriteMaterial ) {
- if ( material instanceof THREE.MeshLambertMaterial ) {
- // Generate color palette
- if ( !material.palette ) {
- material.palette = getPalette( material, false );
- }
-
- } else if ( material instanceof THREE.MeshPhongMaterial ) {
- // Generate color palette
- if ( !material.palette ) {
- material.palette = getPalette( material, true );
- }
- }
- var string;
-
- if ( material.map ) {
-
- var texture = new THREE.SoftwareRenderer.Texture();
- material.texture = texture;
-
- if ( material instanceof THREE.MeshBasicMaterial
- || material instanceof THREE.SpriteMaterial ) {
-
- shader = basicMaterialShader;
- } else {
-
- shader = lightingMaterialShader;
- }
-
-
- } else {
-
- if ( material.vertexColors === THREE.FaceColors ) {
- string = [
- 'var colorOffset = offset * 4;',
- 'buffer[ colorOffset ] = face.color.r * 255;',
- 'buffer[ colorOffset + 1 ] = face.color.g * 255;',
- 'buffer[ colorOffset + 2 ] = face.color.b * 255;',
- 'buffer[ colorOffset + 3 ] = material.opacity * 255;',
- 'depthBuf[ offset ] = depth;'
- ].join('\n');
- } else {
- string = [
- 'var colorOffset = offset * 4;',
- 'buffer[ colorOffset ] = material.color.r * 255;',
- 'buffer[ colorOffset + 1 ] = material.color.g * 255;',
- 'buffer[ colorOffset + 2 ] = material.color.b * 255;',
- 'buffer[ colorOffset + 3 ] = material.opacity * 255;',
- 'depthBuf[ offset ] = depth;'
- ].join('\n');
- }
-
- shader = new Function( 'buffer, depthBuf, offset, depth, u, v, n, face, material', string );
- }
- } else {
- var string = [
- 'var colorOffset = offset * 4;',
- 'buffer[ colorOffset ] = u * 255;',
- 'buffer[ colorOffset + 1 ] = v * 255;',
- 'buffer[ colorOffset + 2 ] = 0;',
- 'buffer[ colorOffset + 3 ] = 255;',
- 'depthBuf[ offset ] = depth;'
- ].join('\n');
- shader = new Function( 'buffer, depthBuf, offset, depth, u, v, n, face, material', string );
- }
- shaders[ id ] = shader;
- }
- return shader;
- }
- function clearRectangle( x1, y1, x2, y2 ) {
- var xmin = Math.max( Math.min( x1, x2 ), 0 );
- var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
- var ymin = Math.max( Math.min( y1, y2 ), 0 );
- var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
- var offset = ( xmin + ymin * canvasWidth ) * 4 + 3;
- var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
- for ( var y = ymin; y < ymax; y ++ ) {
- for ( var x = xmin; x < xmax; x ++ ) {
- data[ offset += 4 ] = 0;
- }
- offset += linestep;
- }
- }
- function drawTriangle( v1, v2, v3, uv1, uv2, uv3, shader, face, material ) {
- // TODO: Implement per-pixel z-clipping
- if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 || v3.z < -1 || v3.z > 1 ) return;
- // https://gist.github.com/2486101
- // explanation: http://pouet.net/topic.php?which=8760&page=1
- // 28.4 fixed-point coordinates
- var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
- var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
- var x3 = (v3.x * viewportXScale + viewportXOffs) | 0;
- var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
- var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
- var y3 = (v3.y * viewportYScale + viewportYOffs) | 0;
- // Z values (.28 fixed-point)
- var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
- var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
- var z3 = (v3.z * viewportZScale + viewportZOffs) | 0;
-
- // UV values
- var bHasUV = false;
- var tu1, tv1, tu2, tv2, tu3, tv3;
-
- if ( uv1 && uv2 && uv3 ) {
- bHasUV = true;
-
- tu1 = uv1.x;
- tv1 = 1-uv1.y;
- tu2 = uv2.x;
- tv2 = 1-uv2.y;
- tu3 = uv3.x;
- tv3 = 1-uv3.y;
- }
-
- // Normal values
- var bHasNormal = false;
- var n1, n2, n3, nz1, nz2, nz3;
-
- if ( face.vertexNormalsModel ) {
- bHasNormal = true;
-
- n1 = face.vertexNormalsModel[0];
- n2 = face.vertexNormalsModel[1];
- n3 = face.vertexNormalsModel[2];
- nz1 = n1.z * 255;
- nz2 = n2.z * 255;
- nz3 = n3.z * 255;
- }
-
- // Deltas
- var dx12 = x1 - x2, dy12 = y2 - y1;
- var dx23 = x2 - x3, dy23 = y3 - y2;
- var dx31 = x3 - x1, dy31 = y1 - y3;
- // Bounding rectangle
- var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
- var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
- var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
- var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
- rectx1 = Math.min( minx, rectx1 );
- rectx2 = Math.max( maxx, rectx2 );
- recty1 = Math.min( miny, recty1 );
- recty2 = Math.max( maxy, recty2 );
- // Block size, standard 8x8 (must be power of two)
- var q = blockSize;
- // Start in corner of 8x8 block
- minx &= ~(q - 1);
- miny &= ~(q - 1);
- // Constant part of half-edge functions
- var minXfixscale = (minx << subpixelBits);
- var minYfixscale = (miny << subpixelBits);
- var c1 = dy12 * ((minXfixscale) - x1) + dx12 * ((minYfixscale) - y1);
- var c2 = dy23 * ((minXfixscale) - x2) + dx23 * ((minYfixscale) - y2);
- var c3 = dy31 * ((minXfixscale) - x3) + dx31 * ((minYfixscale) - y3);
- // Correct for fill convention
- if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
- if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
- if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
- // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
- // It's a bit subtle. :)
- c1 = (c1 - 1) >> subpixelBits;
- c2 = (c2 - 1) >> subpixelBits;
- c3 = (c3 - 1) >> subpixelBits;
- // Z interpolation setup
- var dz12 = z1 - z2, dz31 = z3 - z1;
- var invDet = 1.0 / (dx12*dy31 - dx31*dy12);
- var dzdx = (invDet * (dz12*dy31 - dz31*dy12)); // dz per one subpixel step in x
- var dzdy = (invDet * (dz12*dx31 - dx12*dz31)); // dz per one subpixel step in y
- // Z at top/left corner of rast area
- var cz = ( z1 + ((minXfixscale) - x1) * dzdx + ((minYfixscale) - y1) * dzdy ) | 0;
- // Z pixel steps
- var fixscale = (1 << subpixelBits);
- dzdx = (dzdx * fixscale) | 0;
- dzdy = (dzdy * fixscale) | 0;
-
- var dtvdx, dtvdy, cbtu, cbtv;
- if ( bHasUV ) {
- // UV interpolation setup
- var dtu12 = tu1 - tu2, dtu31 = tu3 - tu1;
- var dtudx = (invDet * (dtu12*dy31 - dtu31*dy12)); // dtu per one subpixel step in x
- var dtudy = (invDet * (dtu12*dx31 - dx12*dtu31)); // dtu per one subpixel step in y
- var dtv12 = tv1 - tv2, dtv31 = tv3 - tv1;
- dtvdx = (invDet * (dtv12*dy31 - dtv31*dy12)); // dtv per one subpixel step in x
- dtvdy = (invDet * (dtv12*dx31 - dx12*dtv31)); // dtv per one subpixel step in y
-
- // UV at top/left corner of rast area
- cbtu = ( tu1 + (minXfixscale - x1) * dtudx + (minYfixscale - y1) * dtudy );
- cbtv = ( tv1 + (minXfixscale - x1) * dtvdx + (minYfixscale - y1) * dtvdy );
-
- // UV pixel steps
- dtudx = dtudx * fixscale;
- dtudy = dtudy * fixscale;
- dtvdx = dtvdx * fixscale;
- dtvdy = dtvdy * fixscale;
- }
- var dnxdx, dnzdy, cbnz;
- if ( bHasNormal ) {
- // Normal interpolation setup
- var dnz12 = nz1 - nz2, dnz31 = nz3 - nz1;
- var dnzdx = (invDet * (dnz12*dy31 - dnz31*dy12)); // dnz per one subpixel step in x
- var dnzdy = (invDet * (dnz12*dx31 - dx12*dnz31)); // dnz per one subpixel step in y
-
- // Normal at top/left corner of rast area
- cbnz = ( nz1 + (minXfixscale - x1) * dnzdx + (minYfixscale - y1) * dnzdy );
- // Normal pixel steps
- dnzdx = (dnzdx * fixscale);
- dnzdy = (dnzdy * fixscale);
- }
-
- // Set up min/max corners
- var qm1 = q - 1; // for convenience
- var nmin1 = 0, nmax1 = 0;
- var nmin2 = 0, nmax2 = 0;
- var nmin3 = 0, nmax3 = 0;
- var nminz = 0, nmaxz = 0;
- if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
- if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
- if (dx23 >= 0) nmax2 -= qm1*dx23; else nmin2 -= qm1*dx23;
- if (dy23 >= 0) nmax2 -= qm1*dy23; else nmin2 -= qm1*dy23;
- if (dx31 >= 0) nmax3 -= qm1*dx31; else nmin3 -= qm1*dx31;
- if (dy31 >= 0) nmax3 -= qm1*dy31; else nmin3 -= qm1*dy31;
- if (dzdx >= 0) nmaxz += qm1*dzdx; else nminz += qm1*dzdx;
- if (dzdy >= 0) nmaxz += qm1*dzdy; else nminz += qm1*dzdy;
- // Loop through blocks
- var linestep = canvasWidth - q;
- var cb1 = c1;
- var cb2 = c2;
- var cb3 = c3;
- var cbz = cz;
- var qstep = -q;
- var e1x = qstep * dy12;
- var e2x = qstep * dy23;
- var e3x = qstep * dy31;
- var ezx = qstep * dzdx;
-
- var etux, etvx;
- if ( bHasUV ) {
- etux = qstep * dtudx;
- etvx = qstep * dtvdx;
- }
- var enzx;
- if ( bHasNormal ) {
- enzx = qstep * dnzdx;
- }
-
- var x0 = minx;
- for ( var y0 = miny; y0 < maxy; y0 += q ) {
- // New block line - keep hunting for tri outer edge in old block line dir
- while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
- x0 += qstep;
- cb1 += e1x;
- cb2 += e2x;
- cb3 += e3x;
- cbz += ezx;
-
- if ( bHasUV ) {
- cbtu += etux;
- cbtv += etvx;
- }
-
- if ( bHasNormal ) {
- cbnz += enzx;
- }
-
- }
- // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
- qstep = -qstep;
- e1x = -e1x;
- e2x = -e2x;
- e3x = -e3x;
- ezx = -ezx;
-
- if ( bHasUV ) {
- etux = -etux;
- etvx = -etvx;
- }
-
- if ( bHasNormal ) {
- enzx = -enzx;
- }
- while ( 1 ) {
- // Step everything
- x0 += qstep;
- cb1 += e1x;
- cb2 += e2x;
- cb3 += e3x;
- cbz += ezx;
-
- if ( bHasUV ) {
- cbtu += etux;
- cbtv += etvx;
- }
-
- if ( bHasNormal ) {
- cbnz += enzx;
- }
- // We're done with this block line when at least one edge completely out
- // If an edge function is too small and decreasing in the current traversal
- // dir, we're done with this line.
- if (x0 < minx || x0 >= maxx) break;
- if (cb1 < nmax1) if (e1x < 0) break; else continue;
- if (cb2 < nmax2) if (e2x < 0) break; else continue;
- if (cb3 < nmax3) if (e3x < 0) break; else continue;
- // We can skip this block if it's already fully covered
- var blockX = x0 >> blockShift;
- var blockY = y0 >> blockShift;
- var blockId = blockX + blockY * canvasWBlocks;
- var minz = cbz + nminz;
- // farthest point in block closer than closest point in our tri?
- if ( blockMaxZ[ blockId ] < minz ) continue;
- // Need to do a deferred clear?
- var bflags = blockFlags[ blockId ];
- if ( bflags & BLOCK_NEEDCLEAR) clearBlock( blockX, blockY );
- blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
- // Offset at top-left corner
- var offset = x0 + y0 * canvasWidth;
-
- // Accept whole block when fully covered
- if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
- var maxz = cbz + nmaxz;
- blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
- var cy1 = cb1;
- var cy2 = cb2;
- var cyz = cbz;
-
- var cytu, cytv;
- if ( bHasUV ) {
- cytu = cbtu;
- cytv = cbtv;
- }
-
- var cynz;
- if ( bHasNormal ) {
- cynz = cbnz;
- }
-
- for ( var iy = 0; iy < q; iy ++ ) {
- var cx1 = cy1;
- var cx2 = cy2;
- var cxz = cyz;
-
- var cxtu;
- var cxtv;
- if ( bHasUV ) {
- cxtu = cytu;
- cxtv = cytv;
- }
-
- var cxnz;
- if ( bHasNormal ) {
- cxnz = cynz;
- }
- for ( var ix = 0; ix < q; ix ++ ) {
- var z = cxz;
-
- if ( z < zbuffer[ offset ] ) {
- shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
- }
- cx1 += dy12;
- cx2 += dy23;
- cxz += dzdx;
-
- if ( bHasUV ) {
- cxtu += dtudx;
- cxtv += dtvdx;
- }
-
- if ( bHasNormal ) {
- cxnz += dnzdx;
- }
-
- offset++;
- }
- cy1 += dx12;
- cy2 += dx23;
- cyz += dzdy;
-
- if ( bHasUV ) {
- cytu += dtudy;
- cytv += dtvdy;
- }
-
- if ( bHasNormal ) {
- cynz += dnzdy;
- }
-
- offset += linestep;
- }
- } else { // Partially covered block
- var cy1 = cb1;
- var cy2 = cb2;
- var cy3 = cb3;
- var cyz = cbz;
-
- var cytu, cytv;
- if ( bHasUV ) {
- cytu = cbtu;
- cytv = cbtv;
- }
-
- var cynz;
- if ( bHasNormal ) {
- cynz = cbnz;
- }
- for ( var iy = 0; iy < q; iy ++ ) {
- var cx1 = cy1;
- var cx2 = cy2;
- var cx3 = cy3;
- var cxz = cyz;
-
- var cxtu;
- var cxtv;
- if ( bHasUV ) {
- cxtu = cytu;
- cxtv = cytv;
- }
-
- var cxnz;
- if ( bHasNormal ) {
- cxnz = cynz;
- }
- for ( var ix = 0; ix < q; ix ++ ) {
- if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
- var z = cxz;
- if ( z < zbuffer[ offset ] ) {
- shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
- }
- }
- cx1 += dy12;
- cx2 += dy23;
- cx3 += dy31;
- cxz += dzdx;
-
- if ( bHasUV ) {
- cxtu += dtudx;
- cxtv += dtvdx;
- }
-
- if ( bHasNormal ) {
- cxnz += dnzdx;
- }
-
- offset++;
- }
- cy1 += dx12;
- cy2 += dx23;
- cy3 += dx31;
- cyz += dzdy;
-
- if ( bHasUV ) {
- cytu += dtudy;
- cytv += dtvdy;
- }
-
- if ( bHasNormal ) {
- cynz += dnzdy;
- }
-
- offset += linestep;
- }
- }
- }
- // Advance to next row of blocks
- cb1 += q*dx12;
- cb2 += q*dx23;
- cb3 += q*dx31;
- cbz += q*dzdy;
-
- if ( bHasUV ) {
- cbtu += q*dtudy;
- cbtv += q*dtvdy;
- }
-
- if ( bHasNormal ) {
- cbnz += q*dnzdy;
- }
-
- }
- }
-
- // To do: draw line clean color using clean blocks is not enough.
- // To confirm why must mouse move can see the line.
- // var blockShift = 0; var blockSize = 1 << blockShift; In order to clean pixel
- // LineWidth support
- function drawLine( v1, v2, color1, color2, shader, material ) {
- // TODO: Implement per-pixel z-clipping
- if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 ) return;
- // According line width to get bounding points
-
- var halfLineWidth = Math.floor( (material.linewidth-1) * 0.5 );
- var lookVector = new THREE.Vector3( 0, 0, 1 );
- var crossVector = new THREE.Vector3();
- // var dummyUpAxis = new THREE.Vector3( 0, 1, 0 );
- // var dummyRightAxis = new THREE.Vector3( 1, 0, 0 );
- // var crossVector = new THREE.Vector3();
- // var lineDir = v1.clone();
- // lineDir.sub( v2 ) ;
- //
- // if ( Math.abs(dummyUpAxis.dot( lineDir )) === 1 ) { // This is parallel vector
- // crossVector.crossVectors( lineDir, dummyRightAxis );
- // } else {
- // crossVector.crossVectors( lineDir, dummyUpAxis );
- // }
-
- // crossVector.multiplyScalar( halfLineWidth );
-
- // https://gist.github.com/2486101
- // explanation: http://pouet.net/topic.php?which=8760&page=1
- // 28.4 fixed-point coordinates
- var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
- var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
- var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
- var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
- // Z values (.28 fixed-point)
- var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
- var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
-
- // Deltas
- var dx12 = x1 - x2, dy12 = y1 - y2;
- // Bounding rectangle
- var minx = Math.max( ( Math.min( x1, x2 ) + subpixelBias ) >> subpixelBits, 0 );
- var maxx = Math.min( ( Math.max( x1, x2 ) + subpixelBias ) >> subpixelBits, canvasWidth );
- var miny = Math.max( ( Math.min( y1, y2 ) + subpixelBias ) >> subpixelBits, 0 );
- var maxy = Math.min( ( Math.max( y1, y2 ) + subpixelBias ) >> subpixelBits, canvasHeight );
- var minz = Math.max( ( Math.min( z1, z2 ) + subpixelBias ) >> subpixelBits, 0 );
- //var maxz = Math.min( ( Math.max( z1, z2 ) + subpixelBias ) >> subpixelBits, canvasHeight );
- rectx1 = Math.min( minx, rectx1 );
- rectx2 = Math.max( maxx, rectx2 );
- recty1 = Math.min( miny, recty1 );
- recty2 = Math.max( maxy, recty2 );
- // Block size, standard 8x8 (must be power of two)
- var q = blockSize; // line mode should be 0.
- // Start in corner of 8x8 block
- minx &= ~(q - 1);
- miny &= ~(q - 1);
- // Constant part of half-edge functions
- //var minXfixscale = (minx << subpixelBits);
- //var minYfixscale = (miny << subpixelBits);
- //var c1 = dy12 * ((minXfixscale) - x1) + dx12 * ((minYfixscale) - y1);
- // Correct for fill convention
- //if ( dy12 > 0 || ( dy12 === 0 && dx12 > 0 ) ) c1++;
- // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
- // It's a bit subtle. :)
- //c1 = (c1 - 1) >> subpixelBits;
- // Z interpolation setup
- var dz12 = z1 - z2;
- // Z at top/left corner of rast area
- //var cz = ( z1 + ((minXfixscale) - x1) * dzdx + ((minYfixscale) - y1) * dzdy ) | 0;
- // Z pixel steps
- // var fixscale = (1 << subpixelBits);
- // dzdx = (dzdx * fixscale) | 0;
- // dzdy = (dzdy * fixscale) | 0;
-
- // Set up min/max corners
- // var qm1 = q - 1; // for convenience
- // var nmin1 = 0, nmax1 = 0;
- // var nminz = 0, nmaxz = 0;
- // if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
- // if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
- // if (dz12 >= 0) nmaxz += qm1*dz12; else nminz += qm1*dz12;
- // if (dzdx >= 0) nmaxz += qm1*dzdx; else nminz += qm1*dzdx;
- // if (dzdy >= 0) nmaxz += qm1*dzdy; else nminz += qm1*dzdy;
- // Loop through blocks
- //var linestep = canvasWidth - q;
- //var cb1 = c1;
- //var cbz = cz;
- //var qstep = -q;
- //var e1x = qstep * dy12;
- //var ezx = qstep * dz12;
-
- var x0 = (x2);
- //var slope = dy12 / dx12;
- var length = Math.sqrt((dy12 * dy12) + (dx12 *dx12));
- var unitX = (dx12 / length);
- var unitY = (dy12 / length);
- var unitZ = (dz12 / length);
- var y0 = (y2);
- var z0 = (z2);
- var pixelX, pixelY, pixelZ;
- crossVector.set( unitX, unitY, unitZ );
- crossVector.cross( lookVector );
- crossVector.normalize();
-
- while (length > 0) {
- // Get this pixel.
- pixelX = (x0 + length * unitX);
- pixelY = (y0 + length * unitY);
- pixelZ = (z0 + length * unitZ);
- // if pixel is at rect ...Draw.
-
- // Draw line with width
- pixelX = pixelX >> subpixelBits;
- pixelY = pixelY >> subpixelBits;
- var pZ = pixelZ >> subpixelBits;
-
- for ( var i = -halfLineWidth; i <= halfLineWidth; ++i ) {
- var pX = (pixelX + crossVector.x * i);
- var pY = (pixelY + crossVector.y * i);
- // pZ = (pZ + crossVector.z * i);
-
- // Find this pixel at which block
- var blockX = pX >> blockShift;
- var blockY = pY >> blockShift;
- var blockId = blockX + blockY * canvasWBlocks;
- if ( blockMaxZ[ blockId ] < minz ) continue;
- // Compare the pixel with block's z
- var bflags = blockFlags[ blockId ];
- if ( bflags & BLOCK_NEEDCLEAR) clearBlock( blockX, blockY );
- blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
- // Line can't use block
- // draw pixel
- var offset = Math.round(pX) + Math.round(pY) * canvasWidth;
- if ( pZ < zbuffer[ offset ] ) {
- shader( data, zbuffer, offset, pZ, 1, 1, null, null, material );
- }
- }
- --length;
- }
- }
-
- // To do: draw line clean color using clean blocks is not enough.
- // To confirm why must mouse move can see the line.
- // var blockShift = 0; var blockSize = 1 << blockShift; In order to clean pixel
- // LineWidth support
- function drawLine1( v1, v2, color1, color2, upVector, rightVector, shader, material ) {
-
- // TODO: Implement per-pixel z-clipping
- if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 ) return;
- // According line width to get bounding points
-
- var halfLineWidth = material.linewidth * 0.5;
- var dummyUpAxis = new THREE.Vector3( 0, 1, 0 );
- var dummyRightAxis = new THREE.Vector3( 1, 0, 0 );
- var crossVector = new THREE.Vector3();
- var lineDir = v1.clone();
- lineDir.sub( v2 ) ;
-
- if ( Math.abs(dummyUpAxis.dot( lineDir )) === 1 ) { // This is parallel vector
- crossVector.crossVectors( lineDir, dummyRightAxis );
- } else {
- crossVector.crossVectors( lineDir, dummyUpAxis );
- }
-
- crossVector.multiplyScalar( halfLineWidth );
-
- // https://gist.github.com/2486101
- // explanation: http://pouet.net/topic.php?which=8760&page=1
- // 28.4 fixed-point coordinates
- var x1 = ((v1.x-crossVector.x) * viewportXScale + viewportXOffs) | 0;
- var x2 = ((v1.x+crossVector.x) * viewportXScale + viewportXOffs) | 0;
- var x3 = ((v2.x-crossVector.x) * viewportXScale + viewportXOffs) | 0;
- var x4 = ((v2.x+crossVector.x) * viewportXScale + viewportXOffs) | 0;
- var y1 = ((v1.y-crossVector.y) * viewportYScale + viewportYOffs) | 0;
- var y2 = ((v1.y+crossVector.y) * viewportYScale + viewportYOffs) | 0;
- var y3 = ((v2.y-crossVector.y) * viewportYScale + viewportYOffs) | 0;
- var y4 = ((v2.y+crossVector.y) * viewportYScale + viewportYOffs) | 0;
- // Z values (.28 fixed-point)
- var z1 = ((v1.z-crossVector.z) * viewportZScale + viewportZOffs) | 0;
- var z2 = ((v1.z+crossVector.z) * viewportZScale + viewportZOffs) | 0;
- var z3 = ((v2.z-crossVector.z) * viewportZScale + viewportZOffs) | 0;
- var z4 = ((v2.z+crossVector.z) * viewportZScale + viewportZOffs) | 0;
-
-
- // Deltas
- var dx12 = x1 - x2, dy12 = y2 - y1;
- // Bounding rectangle
- var minx = Math.max( ( Math.min( x1, x2, x3, x4 ) + subpixelBias ) >> subpixelBits, 0 );
- var maxx = Math.min( ( Math.max( x1, x2, x3, x4 ) + subpixelBias ) >> subpixelBits, canvasWidth );
- var miny = Math.max( ( Math.min( y1, y2, y3, y4 ) + subpixelBias ) >> subpixelBits, 0 );
- var maxy = Math.min( ( Math.max( y1, y2, y3, y4 ) + subpixelBias ) >> subpixelBits, canvasHeight );
- rectx1 = Math.min( minx, rectx1 );
- rectx2 = Math.max( maxx, rectx2 );
- recty1 = Math.min( miny, recty1 );
- recty2 = Math.max( maxy, recty2 );
- // Block size, standard 8x8 (must be power of two)
- var q = blockSize;
- // Start in corner of 8x8 block
- minx &= ~(q - 1);
- miny &= ~(q - 1);
- // Constant part of half-edge functions
- var minXfixscale = (minx << subpixelBits);
- var minYfixscale = (miny << subpixelBits);
- var c1 = dy12 * ((minXfixscale) - x1) + dx12 * ((minYfixscale) - y1);
- // Correct for fill convention
- if ( dy12 > 0 || ( dy12 === 0 && dx12 > 0 ) ) c1 ++;
- // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
- // It's a bit subtle. :)
- c1 = (c1 - 1) >> subpixelBits;
- // Z interpolation setup
- var dz12 = z1 - z2;
- var invDet = 1.0 / dx12;
- var dzdx = invDet * dz12; // dz per one subpixel step in x
- var dzdy = invDet * dz12; // dz per one subpixel step in y
- // Z at top/left corner of rast area
- var cz = ( z1 + ((minXfixscale) - x1) * dzdx + ((minYfixscale) - y1) * dzdy ) | 0;
- // Z pixel steps
- var fixscale = (1 << subpixelBits);
- dzdx = (dzdx * fixscale) | 0;
- dzdy = (dzdy * fixscale) | 0;
-
- // Set up min/max corners
- var qm1 = q - 1; // for convenience
- var nmin1 = 0, nmax1 = 0;
- var nminz = 0, nmaxz = 0;
- if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
- if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
- if (dzdx >= 0) nmaxz += qm1*dzdx; else nminz += qm1*dzdx;
- if (dzdy >= 0) nmaxz += qm1*dzdy; else nminz += qm1*dzdy;
- // Loop through blocks
- var linestep = canvasWidth - q;
- var cb1 = c1;
- var cbz = cz;
- var qstep = -q;
- var e1x = qstep * dy12;
- var ezx = qstep * dzdx;
-
- var x0 = minx;
- for ( var y0 = miny; y0 < maxy; y0 += q ) {
- // New block line - keep hunting for tri outer edge in old block line dir
- while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 ) {
- x0 += qstep;
- cb1 += e1x;
- cbz += ezx;
- }
- // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
- qstep = -qstep;
- e1x = -e1x;
- ezx = -ezx;
-
- while ( 1 ) {
- // Step everything
- x0 += qstep;
- cb1 += e1x;
- cbz += ezx;
-
- // We're done with this block line when at least one edge completely out
- // If an edge function is too small and decreasing in the current traversal
- // dir, we're done with this line.
- if (x0 < minx || x0 >= maxx) break;
- if (cb1 < nmax1) if (e1x < 0) break; else continue;
-
- // We can skip this block if it's already fully covered
- var blockX = x0 >> blockShift;
- var blockY = y0 >> blockShift;
- var blockId = blockX + blockY * canvasWBlocks;
- var minz = cbz + nminz;
- // farthest point in block closer than closest point in our tri?
- if ( blockMaxZ[ blockId ] < minz ) continue;
- // Need to do a deferred clear?
- var bflags = blockFlags[ blockId ];
- if ( bflags & BLOCK_NEEDCLEAR) clearBlock( blockX, blockY );
- blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
- // Offset at top-left corner
- var offset = x0 + y0 * canvasWidth;
-
- // Accept whole block when fully covered
- if ( cb1 >= nmin1 ) {
- var maxz = cbz + nmaxz;
- blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
- var cy1 = cb1;
- var cyz = cbz;
- for ( var iy = 0; iy < q; iy ++ ) {
- var cx1 = cy1;
- var cxz = cyz;
- for ( var ix = 0; ix < q; ix ++ ) {
- var z = cxz;
-
- if ( z < zbuffer[ offset ] ) {
- shader( data, zbuffer, offset, z, 1, 1, null, null, material );
- }
- cx1 += dy12;
- cxz += dzdx;
-
- offset++;
- }
- cy1 += dx12;
- cyz += dzdy;
-
- offset += linestep;
- }
- } else { // Partially covered block
- var cy1 = cb1;
- var cyz = cbz;
-
- for ( var iy = 0; iy < q; iy ++ ) {
- var cx1 = cy1;
- var cxz = cyz;
-
- for ( var ix = 0; ix < q; ix ++ ) {
- if ( cx1 >= 0 ) {
- var z = cxz;
- if ( z < zbuffer[ offset ] ) {
- shader( data, zbuffer, offset, z, 1, 1, null, null, material );
- }
- }
- cx1 += dy12;
- cxz += dzdx;
-
- offset++;
- }
- cy1 += dx12;
- cyz += dzdy;
-
- offset += linestep;
- }
- }
- }
- // Advance to next row of blocks
- cb1 += q*dx12;
- cbz += q*dzdy;
-
- }
-
- // interpolation pixel postion from vertices
-
- // interpolation pixel color from vertices
- }
- function clearBlock( blockX, blockY ) {
- var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
- var poffset = zoffset * 4;
- var zlinestep = canvasWidth - blockSize;
- var plinestep = zlinestep * 4;
- for ( var y = 0; y < blockSize; y ++ ) {
- for ( var x = 0; x < blockSize; x ++ ) {
- zbuffer[ zoffset ++ ] = maxZVal;
- data[ poffset ++ ] = clearColor.r * 255 | 0;
- data[ poffset ++ ] = clearColor.g * 255 | 0;
- data[ poffset ++ ] = clearColor.b * 255 | 0;
- data[ poffset ++ ] = 255;
- }
- zoffset += zlinestep;
- poffset += plinestep;
- }
- }
- function finishClear( ) {
- var block = 0;
- for ( var y = 0; y < canvasHBlocks; y ++ ) {
- for ( var x = 0; x < canvasWBlocks; x ++ ) {
- if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
- clearBlock( x, y );
- blockFlags[ block ] = BLOCK_ISCLEAR;
- }
- block ++;
- }
- }
- }
- };
- THREE.SoftwareRenderer.Texture = function() {
- var canvas = null;
-
- this.CreateFromImage = function( image ) {
-
- if( !image || image.width <=0 || image.height <=0 )
- return;
-
- var isCanvasClean = false;
- var canvas = THREE.SoftwareRenderer.Texture.canvas;
- if ( !canvas ) {
- try {
- canvas = document.createElement('canvas');
- THREE.SoftwareRenderer.Texture.canvas = canvas;
- isCanvasClean = true;
- } catch( e ) {
- return;
- }
- }
- var dim = image.width > image.height ? image.width : image.height;
- if(dim <= 32)
- dim = 32;
- else if(dim <= 64)
- dim = 64;
- else if(dim <= 128)
- dim = 128;
- else if(dim <= 256)
- dim = 256;
- else if(dim <= 512)
- dim = 512;
- else
- dim = 1024;
- if(canvas.width != dim || canvas.height != dim) {
- canvas.width = canvas.height = dim;
- isCanvasClean = true;
- }
- var data;
- try {
- var ctx = canvas.getContext('2d');
- if(!isCanvasClean)
- ctx.clearRect(0, 0, dim, dim);
- ctx.drawImage(image, 0, 0, dim, dim);
- var imgData = ctx.getImageData(0, 0, dim, dim);
- data = imgData.data;
- }
- catch(e) {
- return;
- }
- var size = data.length;
- this.data = new Uint8Array(size);
- var alpha;
- for(var i=0, j=0; i<size; ) {
- this.data[i++] = data[j++];
- this.data[i++] = data[j++];
- this.data[i++] = data[j++];
- alpha = data[j++];
- this.data[i++] = alpha;
- if(alpha < 255)
- this.hasTransparency = true;
- }
- this.width = dim;
- this.height = dim;
- this.srcUrl = image.src;
- };
- };
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