SoftwareRenderer.js 32 KB

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