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