12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112 |
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author ryg / http://farbrausch.de/~fg
- * @author mraleph / http://mrale.ph/
- * @author daoshengmu / http://dsmu.me/
- */
- THREE.SoftwareRenderer = function ( parameters ) {
- console.log( 'THREE.SoftwareRenderer', THREE.REVISION );
- parameters = parameters || {};
- var canvas = parameters.canvas !== undefined
- ? parameters.canvas
- : document.createElement( 'canvas' );
- var context = canvas.getContext( '2d', {
- alpha: parameters.alpha === true
- } );
- var shaders = {};
- var textures = {};
- var canvasWidth, canvasHeight;
- var canvasWBlocks, canvasHBlocks;
- var viewportXScale, viewportYScale, viewportZScale;
- var viewportXOffs, viewportYOffs, viewportZOffs;
- var clearColor = new THREE.Color( 0x000000 );
- var imagedata, data, zbuffer;
- var numBlocks, blockMaxZ, blockFlags;
- var BLOCK_ISCLEAR = (1 << 0);
- var BLOCK_NEEDCLEAR = (1 << 1);
- var subpixelBits = 4;
- var subpixelBias = (1 << subpixelBits) - 1;
- var blockShift = 3;
- var blockSize = 1 << blockShift;
- var maxZVal = (1 << 24); // Note: You want to size this so you don't get overflows.
- var rectx1 = Infinity, recty1 = Infinity;
- var rectx2 = 0, recty2 = 0;
- var prevrectx1 = Infinity, prevrecty1 = Infinity;
- var prevrectx2 = 0, prevrecty2 = 0;
- var projector = new THREE.Projector();
- var vector1 = new THREE.Vector3();
- var vector2 = new THREE.Vector3();
- var vector3 = new THREE.Vector3();
- var texCoord1 = new THREE.Vector2();
- var texCoord2 = new THREE.Vector2();
- var texCoord3 = new THREE.Vector2();
- this.domElement = canvas;
- this.autoClear = true;
- // WebGLRenderer compatibility
- this.supportsVertexTextures = function () {};
- this.setFaceCulling = function () {};
- this.setClearColor = function ( color, alpha ) {
- clearColor.set( color );
- cleanColorBuffer();
- };
- this.setPixelRatio = function () {};
- this.setSize = function ( width, height ) {
- canvasWBlocks = Math.floor( width / blockSize );
- canvasHBlocks = Math.floor( height / blockSize );
- canvasWidth = canvasWBlocks * blockSize;
- canvasHeight = canvasHBlocks * blockSize;
- var fixScale = 1 << subpixelBits;
- viewportXScale = fixScale * canvasWidth / 2;
- viewportYScale = -fixScale * canvasHeight / 2;
- viewportZScale = maxZVal / 2;
- viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
- viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
- viewportZOffs = maxZVal / 2 + 0.5;
- canvas.width = canvasWidth;
- canvas.height = canvasHeight;
- context.fillStyle = clearColor.getStyle();
- context.fillRect( 0, 0, canvasWidth, canvasHeight );
- imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
- data = imagedata.data;
- zbuffer = new Int32Array( data.length / 4 );
- numBlocks = canvasWBlocks * canvasHBlocks;
- blockMaxZ = new Int32Array( numBlocks );
- blockFlags = new Uint8Array( numBlocks );
- for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
- zbuffer[ i ] = maxZVal;
- }
- for ( var i = 0; i < numBlocks; i ++ ) {
- blockFlags[ i ] = BLOCK_ISCLEAR;
- }
- cleanColorBuffer();
- };
- this.setSize( canvas.width, canvas.height );
- this.clear = function () {
- rectx1 = Infinity;
- recty1 = Infinity;
- rectx2 = 0;
- recty2 = 0;
- for ( var i = 0; i < numBlocks; i ++ ) {
- blockMaxZ[ i ] = maxZVal;
- blockFlags[ i ] = (blockFlags[ i ] & BLOCK_ISCLEAR) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR;
- }
- };
- this.render = function ( scene, camera ) {
- if ( this.autoClear === true ) this.clear();
- var renderData = projector.projectScene( scene, camera, false, false );
- var elements = renderData.elements;
- for ( var e = 0, el = elements.length; e < el; e ++ ) {
- var element = elements[ e ];
- var material = element.material;
- var shader = getMaterialShader( material );
- if ( element instanceof THREE.RenderableFace ) {
- if ( !element.uvs ) {
- drawTriangle(
- element.v1.positionScreen,
- element.v2.positionScreen,
- element.v3.positionScreen,
- null, null, null,
- shader, element, material
- );
- } else {
- drawTriangle(
- element.v1.positionScreen,
- element.v2.positionScreen,
- element.v3.positionScreen,
- element.uvs[0], element.uvs[1], element.uvs[2],
- shader, element, material
- );
- }
- } else if ( element instanceof THREE.RenderableSprite ) {
- var scaleX = element.scale.x * 0.5;
- var scaleY = element.scale.y * 0.5;
- vector1.copy( element );
- vector1.x -= scaleX;
- vector1.y += scaleY;
- vector2.copy( element );
- vector2.x -= scaleX;
- vector2.y -= scaleY;
- vector3.copy( element );
- vector3.x += scaleX;
- vector3.y += scaleY;
- if ( material.map ) {
- texCoord1.set( 0, 1 );
- texCoord2.set( 0, 0 );
- texCoord3.set( 1, 1 );
- drawTriangle(
- vector1, vector2, vector3,
- texCoord1, texCoord2, texCoord3,
- shader, element, material
- );
- } else {
- drawTriangle(
- vector1, vector2, vector3,
- null, null, null,
- shader, element, material
- );
- }
- vector1.copy( element );
- vector1.x += scaleX;
- vector1.y += scaleY;
- vector2.copy( element );
- vector2.x -= scaleX;
- vector2.y -= scaleY;
- vector3.copy( element );
- vector3.x += scaleX;
- vector3.y -= scaleY;
- if ( material.map ) {
- texCoord1.set( 1, 1 );
- texCoord2.set( 0, 0 );
- texCoord3.set( 1, 0 );
- drawTriangle(
- vector1, vector2, vector3,
- texCoord1, texCoord2, texCoord3,
- shader, element, material
- );
- } else {
- drawTriangle(
- vector1, vector2, vector3,
- null, null, null,
- shader, element, material
- );
- }
- }
- }
- finishClear();
- var x = Math.min( rectx1, prevrectx1 );
- var y = Math.min( recty1, prevrecty1 );
- var width = Math.max( rectx2, prevrectx2 ) - x;
- var height = Math.max( recty2, prevrecty2 ) - y;
- /*
- // debug; draw zbuffer
- for ( var i = 0, l = zbuffer.length; i < l; i++ ) {
- var o = i * 4;
- var v = (65535 - zbuffer[ i ]) >> 3;
- data[ o + 0 ] = v;
- data[ o + 1 ] = v;
- data[ o + 2 ] = v;
- data[ o + 3 ] = 255;
- }
- */
- if ( x !== Infinity ) {
- context.putImageData( imagedata, 0, 0, x, y, width, height );
- }
- prevrectx1 = rectx1; prevrecty1 = recty1;
- prevrectx2 = rectx2; prevrecty2 = recty2;
- };
- function cleanColorBuffer() {
- var size = canvasWidth * canvasHeight * 4;
- for ( var i = 0; i < size; i+=4 ) {
- data[ i ] = clearColor.r * 255 | 0;
- data[ i + 1 ] = clearColor.g * 255 | 0;
- data[ i + 2 ] = clearColor.b * 255 | 0;
- data[ i + 3 ] = 255;
- }
- context.fillStyle = clearColor.getStyle();
- context.fillRect( 0, 0, canvasWidth, canvasHeight );
- }
- function getPalette( material, bSimulateSpecular ) {
- var i = 0, j = 0;
- var diffuseR = material.color.r * 255;
- var diffuseG = material.color.g * 255;
- var diffuseB = material.color.b * 255;
- var palette = new Uint8Array(256 * 3);
- if ( bSimulateSpecular ) {
- while (i < 204) {
- palette[j ++] = Math.min( i * diffuseR / 204, 255 );
- palette[j ++] = Math.min( i * diffuseG / 204, 255 );
- palette[j ++] = Math.min( i * diffuseB / 204, 255 );
- ++ i;
- }
- while (i < 256) { // plus specular highlight
- palette[j ++] = Math.min( diffuseR + (i - 204) * (255 - diffuseR) / 82, 255 );
- palette[j ++] = Math.min( diffuseG + (i - 204) * (255 - diffuseG) / 82, 255 );
- palette[j ++] = Math.min( diffuseB + (i - 204) * (255 - diffuseB) / 82, 255 );
- ++ i;
- }
- } else {
- while (i < 256) {
- palette[j ++] = Math.min( i * diffuseR / 255, 255 );
- palette[j ++] = Math.min( i * diffuseG / 255, 255 );
- palette[j ++] = Math.min( i * diffuseB / 255, 255 );
- ++ i;
- }
- }
- return palette;
- }
- function basicMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
- var colorOffset = offset * 4;
- var texture = textures[ material.map.id ];
- if ( !texture.data )
- return;
- var tdim = texture.width;
- var isTransparent = material.transparent;
- var tbound = tdim - 1;
- var tdata = texture.data;
- var tIndex = (((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)) * 4;
- if ( !isTransparent ) {
- buffer[ colorOffset ] = tdata[tIndex];
- buffer[ colorOffset + 1 ] = tdata[tIndex + 1];
- buffer[ colorOffset + 2 ] = tdata[tIndex + 2];
- buffer[ colorOffset + 3 ] = material.opacity * 255;
- depthBuf[ offset ] = depth;
- }
- else {
- var opaci = tdata[tIndex + 3] * material.opacity;
- var texel = (tdata[tIndex] << 16) + (tdata[tIndex + 1] << 8) + tdata[tIndex + 2];
- if (opaci < 250) {
- var backColor = (buffer[colorOffset] << 16) + (buffer[colorOffset + 1] << 8) + buffer[colorOffset + 2];
- texel = texel * opaci + backColor * (1 - opaci);
- }
- buffer[ colorOffset ] = (texel & 0xff0000) >> 16;
- buffer[ colorOffset + 1 ] = (texel & 0xff00) >> 8;
- buffer[ colorOffset + 2 ] = texel & 0xff;
- buffer[ colorOffset + 3 ] = material.opacity * 255;
- }
- }
- function lightingMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
- var colorOffset = offset * 4;
- var texture = textures[ material.map.id ];
- if ( !texture.data )
- return;
- var tdim = texture.width;
- var isTransparent = material.transparent;
- var cIndex = (n > 0 ? (~~n) : 0) * 3;
- var tbound = tdim - 1;
- var tdata = texture.data;
- var tIndex = (((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)) * 4;
- if ( !isTransparent ) {
- buffer[ colorOffset ] = (material.palette[cIndex] * tdata[tIndex]) >> 8;
- buffer[ colorOffset + 1 ] = (material.palette[cIndex + 1] * tdata[tIndex + 1]) >> 8;
- buffer[ colorOffset + 2 ] = (material.palette[cIndex + 2] * tdata[tIndex + 2]) >> 8;
- buffer[ colorOffset + 3 ] = material.opacity * 255;
- depthBuf[ offset ] = depth;
- } else {
- var opaci = tdata[tIndex + 3] * material.opacity;
- var foreColor = ((material.palette[cIndex] * tdata[tIndex]) << 16)
- + ((material.palette[cIndex + 1] * tdata[tIndex + 1]) << 8 )
- + (material.palette[cIndex + 2] * tdata[tIndex + 2]);
- if (opaci < 250) {
- var backColor = buffer[ colorOffset ] << 24 + buffer[ colorOffset + 1 ] << 16 + buffer[ colorOffset + 2 ] << 8;
- foreColor = foreColor * opaci + backColor * (1 - opaci);
- }
- buffer[ colorOffset ] = (foreColor & 0xff0000) >> 16;
- buffer[ colorOffset + 1 ] = (foreColor & 0xff00) >> 8;
- buffer[ colorOffset + 2 ] = (foreColor & 0xff);
- buffer[ colorOffset + 3 ] = material.opacity * 255;
- }
- }
- function onMaterialUpdate ( event ) {
- var material = event.target;
- material.removeEventListener( 'update', onMaterialUpdate );
- delete shaders[ material.id ];
- }
- function getMaterialShader( material ) {
- var id = material.id;
- var shader = shaders[ id ];
- if ( shaders[ id ] === undefined ) {
- material.addEventListener( 'update', onMaterialUpdate );
- if ( material instanceof THREE.MeshBasicMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material instanceof THREE.MeshPhongMaterial ||
- material instanceof THREE.SpriteMaterial ) {
- if ( material instanceof THREE.MeshLambertMaterial ) {
- // Generate color palette
- if ( !material.palette ) {
- material.palette = getPalette( material, false );
- }
- } else if ( material instanceof THREE.MeshPhongMaterial ) {
- // Generate color palette
- if ( !material.palette ) {
- material.palette = getPalette( material, true );
- }
- }
- var string;
- if ( material.map ) {
- var texture = new THREE.SoftwareRenderer.Texture();
- texture.fromImage( material.map.image );
- material.map.addEventListener( 'update', function ( event ) {
- texture.fromImage( event.target.image );
- } );
- textures[ material.map.id ] = texture;
- if ( material instanceof THREE.MeshBasicMaterial
- || material instanceof THREE.SpriteMaterial ) {
- shader = basicMaterialShader;
- } else {
- shader = lightingMaterialShader;
- }
- } else {
- if ( material.vertexColors === THREE.FaceColors ) {
- string = [
- 'var colorOffset = offset * 4;',
- 'buffer[ colorOffset ] = face.color.r * 255;',
- 'buffer[ colorOffset + 1 ] = face.color.g * 255;',
- 'buffer[ colorOffset + 2 ] = face.color.b * 255;',
- 'buffer[ colorOffset + 3 ] = material.opacity * 255;',
- 'depthBuf[ offset ] = depth;'
- ].join('\n');
- } else {
- string = [
- 'var colorOffset = offset * 4;',
- 'buffer[ colorOffset ] = material.color.r * 255;',
- 'buffer[ colorOffset + 1 ] = material.color.g * 255;',
- 'buffer[ colorOffset + 2 ] = material.color.b * 255;',
- 'buffer[ colorOffset + 3 ] = material.opacity * 255;',
- 'depthBuf[ offset ] = depth;'
- ].join('\n');
- }
- shader = new Function( 'buffer, depthBuf, offset, depth, u, v, n, face, material', string );
- }
- } else {
- var string = [
- 'var colorOffset = offset * 4;',
- 'buffer[ colorOffset ] = u * 255;',
- 'buffer[ colorOffset + 1 ] = v * 255;',
- 'buffer[ colorOffset + 2 ] = 0;',
- 'buffer[ colorOffset + 3 ] = 255;',
- 'depthBuf[ offset ] = depth;'
- ].join('\n');
- shader = new Function( 'buffer, depthBuf, offset, depth, u, v', string );
- }
- shaders[ id ] = shader;
- }
- return shader;
- }
- function clearRectangle( x1, y1, x2, y2 ) {
- var xmin = Math.max( Math.min( x1, x2 ), 0 );
- var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
- var ymin = Math.max( Math.min( y1, y2 ), 0 );
- var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
- var offset = ( xmin + ymin * canvasWidth ) * 4 + 3;
- var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
- for ( var y = ymin; y < ymax; y ++ ) {
- for ( var x = xmin; x < xmax; x ++ ) {
- data[ offset += 4 ] = 0;
- }
- offset += linestep;
- }
- }
- function drawTriangle( v1, v2, v3, uv1, uv2, uv3, shader, face, material ) {
- // TODO: Implement per-pixel z-clipping
- if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 || v3.z < -1 || v3.z > 1 ) return;
- // https://gist.github.com/2486101
- // explanation: http://pouet.net/topic.php?which=8760&page=1
- // 28.4 fixed-point coordinates
- var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
- var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
- var x3 = (v3.x * viewportXScale + viewportXOffs) | 0;
- var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
- var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
- var y3 = (v3.y * viewportYScale + viewportYOffs) | 0;
- // Z values (.28 fixed-point)
- var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
- var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
- var z3 = (v3.z * viewportZScale + viewportZOffs) | 0;
- // UV values
- var bHasUV = false;
- var tu1, tv1, tu2, tv2, tu3, tv3;
- if ( uv1 && uv2 && uv3 ) {
- bHasUV = true;
- tu1 = uv1.x;
- tv1 = 1 - uv1.y;
- tu2 = uv2.x;
- tv2 = 1 - uv2.y;
- tu3 = uv3.x;
- tv3 = 1 - uv3.y;
- }
- // Normal values
- var bHasNormal = false;
- var n1, n2, n3, nz1, nz2, nz3;
- if ( face.vertexNormalsModel ) {
- bHasNormal = true;
- n1 = face.vertexNormalsModel[0];
- n2 = face.vertexNormalsModel[1];
- n3 = face.vertexNormalsModel[2];
- nz1 = n1.z * 255;
- nz2 = n2.z * 255;
- nz3 = n3.z * 255;
- }
- // Deltas
- var dx12 = x1 - x2, dy12 = y2 - y1;
- var dx23 = x2 - x3, dy23 = y3 - y2;
- var dx31 = x3 - x1, dy31 = y1 - y3;
- // Bounding rectangle
- var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
- var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
- var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
- var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
- rectx1 = Math.min( minx, rectx1 );
- rectx2 = Math.max( maxx, rectx2 );
- recty1 = Math.min( miny, recty1 );
- recty2 = Math.max( maxy, recty2 );
- // Block size, standard 8x8 (must be power of two)
- var q = blockSize;
- // Start in corner of 8x8 block
- minx &= ~(q - 1);
- miny &= ~(q - 1);
- // Constant part of half-edge functions
- var minXfixscale = (minx << subpixelBits);
- var minYfixscale = (miny << subpixelBits);
- var c1 = dy12 * ((minXfixscale) - x1) + dx12 * ((minYfixscale) - y1);
- var c2 = dy23 * ((minXfixscale) - x2) + dx23 * ((minYfixscale) - y2);
- var c3 = dy31 * ((minXfixscale) - x3) + dx31 * ((minYfixscale) - y3);
- // Correct for fill convention
- if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
- if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
- if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
- // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
- // It's a bit subtle. :)
- c1 = (c1 - 1) >> subpixelBits;
- c2 = (c2 - 1) >> subpixelBits;
- c3 = (c3 - 1) >> subpixelBits;
- // Z interpolation setup
- var dz12 = z1 - z2, dz31 = z3 - z1;
- var invDet = 1.0 / (dx12 * dy31 - dx31 * dy12);
- var dzdx = (invDet * (dz12 * dy31 - dz31 * dy12)); // dz per one subpixel step in x
- var dzdy = (invDet * (dz12 * dx31 - dx12 * dz31)); // dz per one subpixel step in y
- // Z at top/left corner of rast area
- var cz = ( z1 + ((minXfixscale) - x1) * dzdx + ((minYfixscale) - y1) * dzdy ) | 0;
- // Z pixel steps
- var fixscale = (1 << subpixelBits);
- dzdx = (dzdx * fixscale) | 0;
- dzdy = (dzdy * fixscale) | 0;
- var dtvdx, dtvdy, cbtu, cbtv;
- if ( bHasUV ) {
- // UV interpolation setup
- var dtu12 = tu1 - tu2, dtu31 = tu3 - tu1;
- var dtudx = (invDet * (dtu12 * dy31 - dtu31 * dy12)); // dtu per one subpixel step in x
- var dtudy = (invDet * (dtu12 * dx31 - dx12 * dtu31)); // dtu per one subpixel step in y
- var dtv12 = tv1 - tv2, dtv31 = tv3 - tv1;
- dtvdx = (invDet * (dtv12 * dy31 - dtv31 * dy12)); // dtv per one subpixel step in x
- dtvdy = (invDet * (dtv12 * dx31 - dx12 * dtv31)); // dtv per one subpixel step in y
- // UV at top/left corner of rast area
- cbtu = ( tu1 + (minXfixscale - x1) * dtudx + (minYfixscale - y1) * dtudy );
- cbtv = ( tv1 + (minXfixscale - x1) * dtvdx + (minYfixscale - y1) * dtvdy );
- // UV pixel steps
- dtudx = dtudx * fixscale;
- dtudy = dtudy * fixscale;
- dtvdx = dtvdx * fixscale;
- dtvdy = dtvdy * fixscale;
- }
- var dnxdx, dnzdy, cbnz;
- if ( bHasNormal ) {
- // Normal interpolation setup
- var dnz12 = nz1 - nz2, dnz31 = nz3 - nz1;
- var dnzdx = (invDet * (dnz12 * dy31 - dnz31 * dy12)); // dnz per one subpixel step in x
- var dnzdy = (invDet * (dnz12 * dx31 - dx12 * dnz31)); // dnz per one subpixel step in y
- // Normal at top/left corner of rast area
- cbnz = ( nz1 + (minXfixscale - x1) * dnzdx + (minYfixscale - y1) * dnzdy );
- // Normal pixel steps
- dnzdx = (dnzdx * fixscale);
- dnzdy = (dnzdy * fixscale);
- }
- // Set up min/max corners
- var qm1 = q - 1; // for convenience
- var nmin1 = 0, nmax1 = 0;
- var nmin2 = 0, nmax2 = 0;
- var nmin3 = 0, nmax3 = 0;
- var nminz = 0, nmaxz = 0;
- if (dx12 >= 0) nmax1 -= qm1 * dx12; else nmin1 -= qm1 * dx12;
- if (dy12 >= 0) nmax1 -= qm1 * dy12; else nmin1 -= qm1 * dy12;
- if (dx23 >= 0) nmax2 -= qm1 * dx23; else nmin2 -= qm1 * dx23;
- if (dy23 >= 0) nmax2 -= qm1 * dy23; else nmin2 -= qm1 * dy23;
- if (dx31 >= 0) nmax3 -= qm1 * dx31; else nmin3 -= qm1 * dx31;
- if (dy31 >= 0) nmax3 -= qm1 * dy31; else nmin3 -= qm1 * dy31;
- if (dzdx >= 0) nmaxz += qm1 * dzdx; else nminz += qm1 * dzdx;
- if (dzdy >= 0) nmaxz += qm1 * dzdy; else nminz += qm1 * dzdy;
- // Loop through blocks
- var linestep = canvasWidth - q;
- var scale = 1.0 / (c1 + c2 + c3);
- var cb1 = c1;
- var cb2 = c2;
- var cb3 = c3;
- var cbz = cz;
- var qstep = -q;
- var e1x = qstep * dy12;
- var e2x = qstep * dy23;
- var e3x = qstep * dy31;
- var ezx = qstep * dzdx;
- var etux, etvx;
- if ( bHasUV ) {
- etux = qstep * dtudx;
- etvx = qstep * dtvdx;
- }
- var enzx;
- if ( bHasNormal ) {
- enzx = qstep * dnzdx;
- }
- var x0 = minx;
- for ( var y0 = miny; y0 < maxy; y0 += q ) {
- // New block line - keep hunting for tri outer edge in old block line dir
- while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
- x0 += qstep;
- cb1 += e1x;
- cb2 += e2x;
- cb3 += e3x;
- cbz += ezx;
- if ( bHasUV ) {
- cbtu += etux;
- cbtv += etvx;
- }
- if ( bHasNormal ) {
- cbnz += enzx;
- }
- }
- // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
- qstep = -qstep;
- e1x = -e1x;
- e2x = -e2x;
- e3x = -e3x;
- ezx = -ezx;
- if ( bHasUV ) {
- etux = -etux;
- etvx = -etvx;
- }
- if ( bHasNormal ) {
- enzx = -enzx;
- }
- while ( 1 ) {
- // Step everything
- x0 += qstep;
- cb1 += e1x;
- cb2 += e2x;
- cb3 += e3x;
- cbz += ezx;
- if ( bHasUV ) {
- cbtu += etux;
- cbtv += etvx;
- }
- if ( bHasNormal ) {
- cbnz += enzx;
- }
- // We're done with this block line when at least one edge completely out
- // If an edge function is too small and decreasing in the current traversal
- // dir, we're done with this line.
- if (x0 < minx || x0 >= maxx) break;
- if (cb1 < nmax1) if (e1x < 0) break; else continue;
- if (cb2 < nmax2) if (e2x < 0) break; else continue;
- if (cb3 < nmax3) if (e3x < 0) break; else continue;
- // We can skip this block if it's already fully covered
- var blockX = x0 >> blockShift;
- var blockY = y0 >> blockShift;
- var blockId = blockX + blockY * canvasWBlocks;
- var minz = cbz + nminz;
- // farthest point in block closer than closest point in our tri?
- if ( blockMaxZ[ blockId ] < minz ) continue;
- // Need to do a deferred clear?
- var bflags = blockFlags[ blockId ];
- if ( bflags & BLOCK_NEEDCLEAR) clearBlock( blockX, blockY );
- blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
- // Offset at top-left corner
- var offset = x0 + y0 * canvasWidth;
- // Accept whole block when fully covered
- if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
- var maxz = cbz + nmaxz;
- blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
- var cy1 = cb1;
- var cy2 = cb2;
- var cyz = cbz;
- var cytu, cytv;
- if ( bHasUV ) {
- cytu = cbtu;
- cytv = cbtv;
- }
- var cynz;
- if ( bHasNormal ) {
- cynz = cbnz;
- }
- for ( var iy = 0; iy < q; iy ++ ) {
- var cx1 = cy1;
- var cx2 = cy2;
- var cxz = cyz;
- var cxtu;
- var cxtv;
- if ( bHasUV ) {
- cxtu = cytu;
- cxtv = cytv;
- }
- var cxnz;
- if ( bHasNormal ) {
- cxnz = cynz;
- }
- for ( var ix = 0; ix < q; ix ++ ) {
- var z = cxz;
- if ( z < zbuffer[ offset ] ) {
- shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
- }
- cx1 += dy12;
- cx2 += dy23;
- cxz += dzdx;
- if ( bHasUV ) {
- cxtu += dtudx;
- cxtv += dtvdx;
- }
- if ( bHasNormal ) {
- cxnz += dnzdx;
- }
- offset ++;
- }
- cy1 += dx12;
- cy2 += dx23;
- cyz += dzdy;
- if ( bHasUV ) {
- cytu += dtudy;
- cytv += dtvdy;
- }
- if ( bHasNormal ) {
- cynz += dnzdy;
- }
- offset += linestep;
- }
- } else { // Partially covered block
- var cy1 = cb1;
- var cy2 = cb2;
- var cy3 = cb3;
- var cyz = cbz;
- var cytu, cytv;
- if ( bHasUV ) {
- cytu = cbtu;
- cytv = cbtv;
- }
- var cynz;
- if ( bHasNormal ) {
- cynz = cbnz;
- }
- for ( var iy = 0; iy < q; iy ++ ) {
- var cx1 = cy1;
- var cx2 = cy2;
- var cx3 = cy3;
- var cxz = cyz;
- var cxtu;
- var cxtv;
- if ( bHasUV ) {
- cxtu = cytu;
- cxtv = cytv;
- }
- var cxnz;
- if ( bHasNormal ) {
- cxnz = cynz;
- }
- for ( var ix = 0; ix < q; ix ++ ) {
- if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
- var z = cxz;
- if ( z < zbuffer[ offset ] ) {
- shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
- }
- }
- cx1 += dy12;
- cx2 += dy23;
- cx3 += dy31;
- cxz += dzdx;
- if ( bHasUV ) {
- cxtu += dtudx;
- cxtv += dtvdx;
- }
- if ( bHasNormal ) {
- cxnz += dnzdx;
- }
- offset ++;
- }
- cy1 += dx12;
- cy2 += dx23;
- cy3 += dx31;
- cyz += dzdy;
- if ( bHasUV ) {
- cytu += dtudy;
- cytv += dtvdy;
- }
- if ( bHasNormal ) {
- cynz += dnzdy;
- }
- offset += linestep;
- }
- }
- }
- // Advance to next row of blocks
- cb1 += q * dx12;
- cb2 += q * dx23;
- cb3 += q * dx31;
- cbz += q * dzdy;
- if ( bHasUV ) {
- cbtu += q * dtudy;
- cbtv += q * dtvdy;
- }
- if ( bHasNormal ) {
- cbnz += q * dnzdy;
- }
- }
- }
- function clearBlock( blockX, blockY ) {
- var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
- var poffset = zoffset * 4;
- var zlinestep = canvasWidth - blockSize;
- var plinestep = zlinestep * 4;
- for ( var y = 0; y < blockSize; y ++ ) {
- for ( var x = 0; x < blockSize; x ++ ) {
- zbuffer[ zoffset ++ ] = maxZVal;
- data[ poffset ++ ] = clearColor.r * 255 | 0;
- data[ poffset ++ ] = clearColor.g * 255 | 0;
- data[ poffset ++ ] = clearColor.b * 255 | 0;
- data[ poffset ++ ] = 255;
- }
- zoffset += zlinestep;
- poffset += plinestep;
- }
- }
- function finishClear( ) {
- var block = 0;
- for ( var y = 0; y < canvasHBlocks; y ++ ) {
- for ( var x = 0; x < canvasWBlocks; x ++ ) {
- if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
- clearBlock( x, y );
- blockFlags[ block ] = BLOCK_ISCLEAR;
- }
- block ++;
- }
- }
- }
- };
- THREE.SoftwareRenderer.Texture = function() {
- var canvas;
- this.fromImage = function( image ) {
- if ( !image || image.width <= 0 || image.height <= 0 )
- return;
- if ( canvas === undefined ) {
- canvas = document.createElement( 'canvas' );
- }
- var size = image.width > image.height ? image.width : image.height;
- size = THREE.Math.nextPowerOfTwo( size );
- if ( canvas.width != size || canvas.height != size) {
- canvas.width = size;
- canvas.height = size;
- }
- var ctx = canvas.getContext('2d');
- ctx.clearRect( 0, 0, size, size );
- ctx.drawImage( image, 0, 0, size, size );
- var imgData = ctx.getImageData( 0, 0, size, size );
- this.data = imgData.data;
- this.width = size;
- this.height = size;
- this.srcUrl = image.src;
- };
- };
|