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