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| /** | |
| * @author mrdoob / http://mrdoob.com/ | |
| * @author ryg / http://farbrausch.de/~fg | |
| * @author mraleph / http://mrale.ph/ | |
| * @author daoshengmu / http://dsmu.me/ | |
| */ | |
| THREE.SoftwareRenderer = function ( parameters ) { | |
| console.log( 'THREE.SoftwareRenderer', THREE.REVISION ); | |
| parameters = parameters || {}; | |
| var canvas = parameters.canvas !== undefined | |
| ? parameters.canvas | |
| : document.createElement( 'canvas' ); | |
| var context = canvas.getContext( '2d', { | |
| alpha: parameters.alpha === true | |
| } ); | |
| var shaders = {}; | |
| var textures = {}; | |
| var canvasWidth, canvasHeight; | |
| var canvasWBlocks, canvasHBlocks; | |
| var viewportXScale, viewportYScale, viewportZScale; | |
| var viewportXOffs, viewportYOffs, viewportZOffs; | |
| var clearColor = new THREE.Color( 0x000000 ); | |
| var clearAlpha = parameters.alpha === true ? 0 : 1; | |
| 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 lineMode = false; | |
| var lookVector = new THREE.Vector3( 0, 0, 1 ); | |
| var crossVector = new THREE.Vector3(); | |
| 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 spriteV1 = new THREE.Vector4(); | |
| var spriteV2 = new THREE.Vector4(); | |
| var spriteV3 = new THREE.Vector4(); | |
| var spriteUV1 = new THREE.Vector2(); | |
| var spriteUV2 = new THREE.Vector2(); | |
| var spriteUV3 = new THREE.Vector2(); | |
| var mpVPool = []; | |
| var mpVPoolCount = 0; | |
| var mpNPool = []; | |
| var mpNPoolCount = 0; | |
| var mpUVPool = []; | |
| var mpUVPoolCount = 0; | |
| var _this = this; | |
| this.domElement = canvas; | |
| this.autoClear = true; | |
| this.setClearColor = function ( color, alpha ) { | |
| clearColor.set( color ); | |
| clearAlpha = alpha; | |
| clearColorBuffer( clearColor ); | |
| }; | |
| 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; | |
| 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; | |
| } | |
| clearColorBuffer( clearColor ); | |
| }; | |
| this.clear = function () { | |
| rectx1 = Infinity; | |
| recty1 = Infinity; | |
| rectx2 = 0; | |
| recty2 = 0; | |
| mpVPoolCount = 0; | |
| mpNPoolCount = 0; | |
| mpUVPoolCount = 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 ) { | |
| // TODO: Check why autoClear can't be false. | |
| this.clear(); | |
| var background = scene.background; | |
| if ( background && background.isColor ) { | |
| clearColorBuffer( background ); | |
| } | |
| 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 ( ! shader ) continue; | |
| 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; | |
| spriteV1.copy( element ); | |
| spriteV1.x -= scaleX; | |
| spriteV1.y += scaleY; | |
| spriteV2.copy( element ); | |
| spriteV2.x -= scaleX; | |
| spriteV2.y -= scaleY; | |
| spriteV3.copy( element ); | |
| spriteV3.x += scaleX; | |
| spriteV3.y += scaleY; | |
| if ( material.map ) { | |
| spriteUV1.set( 0, 1 ); | |
| spriteUV2.set( 0, 0 ); | |
| spriteUV3.set( 1, 1 ); | |
| drawTriangle( | |
| spriteV1, spriteV2, spriteV3, | |
| spriteUV1, spriteUV2, spriteUV3, | |
| shader, element, material | |
| ); | |
| } else { | |
| drawTriangle( | |
| spriteV1, spriteV2, spriteV3, | |
| null, null, null, | |
| shader, element, material | |
| ); | |
| } | |
| spriteV1.copy( element ); | |
| spriteV1.x += scaleX; | |
| spriteV1.y += scaleY; | |
| spriteV2.copy( element ); | |
| spriteV2.x -= scaleX; | |
| spriteV2.y -= scaleY; | |
| spriteV3.copy( element ); | |
| spriteV3.x += scaleX; | |
| spriteV3.y -= scaleY; | |
| if ( material.map ) { | |
| spriteUV1.set( 1, 1 ); | |
| spriteUV2.set( 0, 0 ); | |
| spriteUV3.set( 1, 0 ); | |
| drawTriangle( | |
| spriteV1, spriteV2, spriteV3, | |
| spriteUV1, spriteUV2, spriteUV3, | |
| shader, element, material | |
| ); | |
| } else { | |
| drawTriangle( | |
| spriteV1, spriteV2, spriteV3, | |
| null, null, null, | |
| shader, element, material | |
| ); | |
| } | |
| } else if ( element instanceof THREE.RenderableLine ) { | |
| var shader = getMaterialShader( material ); | |
| drawLine( | |
| element.v1.positionScreen, | |
| element.v2.positionScreen, | |
| element.vertexColors[ 0 ], | |
| element.vertexColors[ 1 ], | |
| shader, | |
| material | |
| ); | |
| } | |
| } | |
| finishClear(); | |
| var x = Math.min( rectx1, prevrectx1 ); | |
| var y = Math.min( recty1, prevrecty1 ); | |
| var width = Math.max( rectx2, prevrectx2 ) - x; | |
| var height = Math.max( recty2, prevrecty2 ) - y; | |
| /* | |
| // debug; draw zbuffer | |
| for ( var i = 0, l = zbuffer.length; i < l; i++ ) { | |
| var o = i * 4; | |
| var v = (65535 - zbuffer[ i ]) >> 3; | |
| data[ o + 0 ] = v; | |
| data[ o + 1 ] = v; | |
| data[ o + 2 ] = v; | |
| data[ o + 3 ] = 255; | |
| } | |
| */ | |
| if ( x !== Infinity ) { | |
| context.putImageData( imagedata, 0, 0, x, y, width, height ); | |
| } | |
| prevrectx1 = rectx1; prevrecty1 = recty1; | |
| prevrectx2 = rectx2; prevrecty2 = recty2; | |
| }; | |
| function getAlpha() { | |
| return parameters.alpha === true ? clearAlpha : 1; | |
| } | |
| function clearColorBuffer( color ) { | |
| var size = canvasWidth * canvasHeight * 4; | |
| for ( var i = 0; i < size; i += 4 ) { | |
| data[ i ] = color.r * 255 | 0; | |
| data[ i + 1 ] = color.g * 255 | 0; | |
| data[ i + 2 ] = color.b * 255 | 0; | |
| data[ i + 3 ] = getAlpha() * 255 | 0; | |
| } | |
| context.fillStyle = 'rgba(' + ( ( clearColor.r * 255 ) | 0 ) + ',' + ( ( clearColor.g * 255 ) | 0 ) + ',' + ( ( clearColor.b * 255 ) | 0 ) + ',' + getAlpha() + ')'; | |
| 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 << 8 ) - 1; | |
| depthBuf[ offset ] = depth; | |
| } else { | |
| var srcR = tdata[ tIndex ]; | |
| var srcG = tdata[ tIndex + 1 ]; | |
| var srcB = tdata[ tIndex + 2 ]; | |
| var opaci = tdata[ tIndex + 3 ] * material.opacity / 255; | |
| var destR = buffer[ colorOffset ]; | |
| var destG = buffer[ colorOffset + 1 ]; | |
| var destB = buffer[ colorOffset + 2 ]; | |
| buffer[ colorOffset ] = ( srcR * opaci + destR * ( 1 - opaci ) ); | |
| buffer[ colorOffset + 1 ] = ( srcG * opaci + destG * ( 1 - opaci ) ); | |
| buffer[ colorOffset + 2 ] = ( srcB * opaci + destB * ( 1 - opaci ) ); | |
| buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1; | |
| // Only opaue pixls write to the depth buffer | |
| if ( buffer[ colorOffset + 3 ] == 255 ) depthBuf[ offset ] = depth; | |
| } | |
| } | |
| 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 << 8 ) - 1; | |
| depthBuf[ offset ] = depth; | |
| } else { | |
| var foreColorR = material.palette[ cIndex ] * tdata[ tIndex ]; | |
| var foreColorG = material.palette[ cIndex + 1 ] * tdata[ tIndex + 1 ]; | |
| var foreColorB = material.palette[ cIndex + 2 ] * tdata[ tIndex + 2 ]; | |
| var opaci = tdata[ tIndex + 3 ] * material.opacity / 256; | |
| var destR = buffer[ colorOffset ]; | |
| var destG = buffer[ colorOffset + 1 ]; | |
| var destB = buffer[ colorOffset + 2 ]; | |
| buffer[ colorOffset ] = foreColorR * opaci + destR * ( 1 - opaci ); | |
| buffer[ colorOffset + 1 ] = foreColorG * opaci + destG * ( 1 - opaci ); | |
| buffer[ colorOffset + 2 ] = foreColorB * opaci + destB * ( 1 - opaci ); | |
| buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1; | |
| // Only opaue pixls write to the depth buffer | |
| if ( buffer[ colorOffset + 3 ] == 255 ) depthBuf[ offset ] = depth; | |
| } | |
| } | |
| function getMaterialShader( material ) { | |
| var id = material.id; | |
| var shader = shaders[ id ]; | |
| if ( shader && material.map && ! textures[ material.map.id ] ) delete shaders[ id ]; | |
| if ( shaders[ id ] === undefined || material.needsUpdate === true ) { | |
| 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 ); | |
| if ( ! texture.data ) return; | |
| 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 || material.vertexColors === THREE.VertexColors ) { | |
| 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 if ( material instanceof THREE.LineBasicMaterial ) { | |
| var string = [ | |
| 'var colorOffset = offset * 4;', | |
| 'buffer[ colorOffset ] = material.color.r * (color1.r+color2.r) * 0.5 * 255;', | |
| 'buffer[ colorOffset + 1 ] = material.color.g * (color1.g+color2.g) * 0.5 * 255;', | |
| 'buffer[ colorOffset + 2 ] = material.color.b * (color1.b+color2.b) * 0.5 * 255;', | |
| 'buffer[ colorOffset + 3 ] = 255;', | |
| 'depthBuf[ offset ] = depth;' | |
| ].join( '\n' ); | |
| shader = new Function( 'buffer, depthBuf, offset, depth, color1, color2, material', string ); | |
| } else { | |
| var string = [ | |
| 'var colorOffset = offset * 4;', | |
| 'buffer[ colorOffset ] = u * 255;', | |
| 'buffer[ colorOffset + 1 ] = v * 255;', | |
| 'buffer[ colorOffset + 2 ] = 0;', | |
| 'buffer[ colorOffset + 3 ] = 255;', | |
| 'depthBuf[ offset ] = depth;' | |
| ].join( '\n' ); | |
| shader = new Function( 'buffer, depthBuf, offset, depth, u, v, n, face, material', string ); | |
| } | |
| shaders[ id ] = shader; | |
| material.needsUpdate = false; | |
| } | |
| 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 | |
| var fixscale = ( 1 << subpixelBits ); | |
| // 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; | |
| var bHasNormal = face.vertexNormalsModel && face.vertexNormalsModel.length; | |
| var bHasUV = uv1 && uv2 && uv3; | |
| var longestSide = Math.max( | |
| Math.sqrt( ( x1 - x2 ) * ( x1 - x2 ) + ( y1 - y2 ) * ( y1 - y2 ) ), | |
| Math.sqrt( ( x2 - x3 ) * ( x2 - x3 ) + ( y2 - y3 ) * ( y2 - y3 ) ), | |
| Math.sqrt( ( x3 - x1 ) * ( x3 - x1 ) + ( y3 - y1 ) * ( y3 - y1 ) ) | |
| ); | |
| if ( ! ( face instanceof THREE.RenderableSprite ) && ( longestSide > 100 * fixscale ) ) { | |
| // 1 | |
| // |\ | |
| // |a\ | |
| // |__\ | |
| // |\c|\ | |
| // |b\|d\ | |
| // |__\__\ | |
| // 2 3 | |
| var tempFace = { vertexNormalsModel: [], color: face.color }; | |
| var mpUV12, mpUV23, mpUV31; | |
| if ( bHasUV ) { | |
| if ( mpUVPoolCount === mpUVPool.length ) { | |
| mpUV12 = new THREE.Vector2(); | |
| mpUVPool.push( mpUV12 ); | |
| ++ mpUVPoolCount; | |
| mpUV23 = new THREE.Vector2(); | |
| mpUVPool.push( mpUV23 ); | |
| ++ mpUVPoolCount; | |
| mpUV31 = new THREE.Vector2(); | |
| mpUVPool.push( mpUV31 ); | |
| ++ mpUVPoolCount; | |
| } else { | |
| mpUV12 = mpUVPool[ mpUVPoolCount ]; | |
| ++ mpUVPoolCount; | |
| mpUV23 = mpUVPool[ mpUVPoolCount ]; | |
| ++ mpUVPoolCount; | |
| mpUV31 = mpUVPool[ mpUVPoolCount ]; | |
| ++ mpUVPoolCount; | |
| } | |
| var weight; | |
| weight = ( 1 + v2.z ) * ( v2.w / v1.w ) / ( 1 + v1.z ); | |
| mpUV12.copy( uv1 ).multiplyScalar( weight ).add( uv2 ).multiplyScalar( 1 / ( weight + 1 ) ); | |
| weight = ( 1 + v3.z ) * ( v3.w / v2.w ) / ( 1 + v2.z ); | |
| mpUV23.copy( uv2 ).multiplyScalar( weight ).add( uv3 ).multiplyScalar( 1 / ( weight + 1 ) ); | |
| weight = ( 1 + v1.z ) * ( v1.w / v3.w ) / ( 1 + v3.z ); | |
| mpUV31.copy( uv3 ).multiplyScalar( weight ).add( uv1 ).multiplyScalar( 1 / ( weight + 1 ) ); | |
| } | |
| var mpV12, mpV23, mpV31; | |
| if ( mpVPoolCount === mpVPool.length ) { | |
| mpV12 = new THREE.Vector4(); | |
| mpVPool.push( mpV12 ); | |
| ++ mpVPoolCount; | |
| mpV23 = new THREE.Vector4(); | |
| mpVPool.push( mpV23 ); | |
| ++ mpVPoolCount; | |
| mpV31 = new THREE.Vector4(); | |
| mpVPool.push( mpV31 ); | |
| ++ mpVPoolCount; | |
| } else { | |
| mpV12 = mpVPool[ mpVPoolCount ]; | |
| ++ mpVPoolCount; | |
| mpV23 = mpVPool[ mpVPoolCount ]; | |
| ++ mpVPoolCount; | |
| mpV31 = mpVPool[ mpVPoolCount ]; | |
| ++ mpVPoolCount; | |
| } | |
| mpV12.copy( v1 ).add( v2 ).multiplyScalar( 0.5 ); | |
| mpV23.copy( v2 ).add( v3 ).multiplyScalar( 0.5 ); | |
| mpV31.copy( v3 ).add( v1 ).multiplyScalar( 0.5 ); | |
| var mpN12, mpN23, mpN31; | |
| if ( bHasNormal ) { | |
| if ( mpNPoolCount === mpNPool.length ) { | |
| mpN12 = new THREE.Vector3(); | |
| mpNPool.push( mpN12 ); | |
| ++ mpNPoolCount; | |
| mpN23 = new THREE.Vector3(); | |
| mpNPool.push( mpN23 ); | |
| ++ mpNPoolCount; | |
| mpN31 = new THREE.Vector3(); | |
| mpNPool.push( mpN31 ); | |
| ++ mpNPoolCount; | |
| } else { | |
| mpN12 = mpNPool[ mpNPoolCount ]; | |
| ++ mpNPoolCount; | |
| mpN23 = mpNPool[ mpNPoolCount ]; | |
| ++ mpNPoolCount; | |
| mpN31 = mpNPool[ mpNPoolCount ]; | |
| ++ mpNPoolCount; | |
| } | |
| mpN12.copy( face.vertexNormalsModel[ 0 ] ).add( face.vertexNormalsModel[ 1 ] ).normalize(); | |
| mpN23.copy( face.vertexNormalsModel[ 1 ] ).add( face.vertexNormalsModel[ 2 ] ).normalize(); | |
| mpN31.copy( face.vertexNormalsModel[ 2 ] ).add( face.vertexNormalsModel[ 0 ] ).normalize(); | |
| } | |
| // a | |
| if ( bHasNormal ) { | |
| tempFace.vertexNormalsModel[ 0 ] = face.vertexNormalsModel[ 0 ]; | |
| tempFace.vertexNormalsModel[ 1 ] = mpN12; | |
| tempFace.vertexNormalsModel[ 2 ] = mpN31; | |
| } | |
| drawTriangle( v1, mpV12, mpV31, uv1, mpUV12, mpUV31, shader, tempFace, material ); | |
| // b | |
| if ( bHasNormal ) { | |
| tempFace.vertexNormalsModel[ 0 ] = face.vertexNormalsModel[ 1 ]; | |
| tempFace.vertexNormalsModel[ 1 ] = mpN23; | |
| tempFace.vertexNormalsModel[ 2 ] = mpN12; | |
| } | |
| drawTriangle( v2, mpV23, mpV12, uv2, mpUV23, mpUV12, shader, tempFace, material ); | |
| // c | |
| if ( bHasNormal ) { | |
| tempFace.vertexNormalsModel[ 0 ] = mpN12; | |
| tempFace.vertexNormalsModel[ 1 ] = mpN23; | |
| tempFace.vertexNormalsModel[ 2 ] = mpN31; | |
| } | |
| drawTriangle( mpV12, mpV23, mpV31, mpUV12, mpUV23, mpUV31, shader, tempFace, material ); | |
| // d | |
| if ( bHasNormal ) { | |
| tempFace.vertexNormalsModel[ 0 ] = face.vertexNormalsModel[ 2 ]; | |
| tempFace.vertexNormalsModel[ 1 ] = mpN31; | |
| tempFace.vertexNormalsModel[ 2 ] = mpN23; | |
| } | |
| drawTriangle( v3, mpV31, mpV23, uv3, mpUV31, mpUV23, shader, tempFace, material ); | |
| return; | |
| } | |
| // 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 n1, n2, n3, nz1, nz2, nz3; | |
| if ( bHasNormal ) { | |
| 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 | |
| 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 dnzdy, cbnz; | |
| if ( bHasNormal ) { | |
| // Normal interpolation setup | |
| var dnz12 = nz1 - nz2, dnz31 = nz3 - nz1; | |
| var dnzdx = ( invDet * ( dnz12 * dy31 - dnz31 * dy12 ) ); // dnz per one subpixel step in x | |
| var dnzdy = ( invDet * ( dnz12 * dx31 - dx12 * dnz31 ) ); // dnz per one subpixel step in y | |
| // Normal at top/left corner of rast area | |
| cbnz = ( nz1 + ( minXfixscale - x1 ) * dnzdx + ( minYfixscale - y1 ) * dnzdy ); | |
| // Normal pixel steps | |
| dnzdx = ( dnzdx * fixscale ); | |
| dnzdy = ( dnzdy * fixscale ); | |
| } | |
| // Set up min/max corners | |
| var qm1 = q - 1; // for convenience | |
| var nmin1 = 0, nmax1 = 0; | |
| var nmin2 = 0, nmax2 = 0; | |
| var nmin3 = 0, nmax3 = 0; | |
| var nminz = 0, nmaxz = 0; | |
| if ( dx12 >= 0 ) nmax1 -= qm1 * dx12; else nmin1 -= qm1 * dx12; | |
| if ( dy12 >= 0 ) nmax1 -= qm1 * dy12; else nmin1 -= qm1 * dy12; | |
| if ( dx23 >= 0 ) nmax2 -= qm1 * dx23; else nmin2 -= qm1 * dx23; | |
| if ( dy23 >= 0 ) nmax2 -= qm1 * dy23; else nmin2 -= qm1 * dy23; | |
| if ( dx31 >= 0 ) nmax3 -= qm1 * dx31; else nmin3 -= qm1 * dx31; | |
| if ( dy31 >= 0 ) nmax3 -= qm1 * dy31; else nmin3 -= qm1 * dy31; | |
| if ( dzdx >= 0 ) nmaxz += qm1 * dzdx; else nminz += qm1 * dzdx; | |
| if ( dzdy >= 0 ) nmaxz += qm1 * dzdy; else nminz += qm1 * dzdy; | |
| // Loop through blocks | |
| var linestep = canvasWidth - q; | |
| var cb1 = c1; | |
| var cb2 = c2; | |
| var cb3 = c3; | |
| var cbz = cz; | |
| var qstep = - q; | |
| var e1x = qstep * dy12; | |
| var e2x = qstep * dy23; | |
| var e3x = qstep * dy31; | |
| var ezx = qstep * dzdx; | |
| var etux, etvx; | |
| if ( bHasUV ) { | |
| etux = qstep * dtudx; | |
| etvx = qstep * dtvdx; | |
| } | |
| var enzx; | |
| if ( bHasNormal ) { | |
| enzx = qstep * dnzdx; | |
| } | |
| var x0 = minx; | |
| for ( var y0 = miny; y0 < maxy; y0 += q ) { | |
| // New block line - keep hunting for tri outer edge in old block line dir | |
| while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) { | |
| x0 += qstep; | |
| cb1 += e1x; | |
| cb2 += e2x; | |
| cb3 += e3x; | |
| cbz += ezx; | |
| if ( bHasUV ) { | |
| cbtu += etux; | |
| cbtv += etvx; | |
| } | |
| if ( bHasNormal ) { | |
| cbnz += enzx; | |
| } | |
| } | |
| // Okay, we're now in a block we know is outside. Reverse direction and go into main loop. | |
| qstep = - qstep; | |
| e1x = - e1x; | |
| e2x = - e2x; | |
| e3x = - e3x; | |
| ezx = - ezx; | |
| if ( bHasUV ) { | |
| etux = - etux; | |
| etvx = - etvx; | |
| } | |
| if ( bHasNormal ) { | |
| enzx = - enzx; | |
| } | |
| while ( 1 ) { | |
| // Step everything | |
| x0 += qstep; | |
| cb1 += e1x; | |
| cb2 += e2x; | |
| cb3 += e3x; | |
| cbz += ezx; | |
| if ( bHasUV ) { | |
| cbtu += etux; | |
| cbtv += etvx; | |
| } | |
| if ( bHasNormal ) { | |
| cbnz += enzx; | |
| } | |
| // We're done with this block line when at least one edge completely out | |
| // If an edge function is too small and decreasing in the current traversal | |
| // dir, we're done with this line. | |
| if ( x0 < minx || x0 >= maxx ) break; | |
| if ( cb1 < nmax1 ) if ( e1x < 0 ) break; else continue; | |
| if ( cb2 < nmax2 ) if ( e2x < 0 ) break; else continue; | |
| if ( cb3 < nmax3 ) if ( e3x < 0 ) break; else continue; | |
| // We can skip this block if it's already fully covered | |
| var blockX = x0 >> blockShift; | |
| var blockY = y0 >> blockShift; | |
| var blockId = blockX + blockY * canvasWBlocks; | |
| var minz = cbz + nminz; | |
| // farthest point in block closer than closest point in our tri? | |
| if ( blockMaxZ[ blockId ] < minz ) continue; | |
| // Need to do a deferred clear? | |
| var bflags = blockFlags[ blockId ]; | |
| if ( bflags & BLOCK_NEEDCLEAR ) clearBlock( blockX, blockY ); | |
| blockFlags[ blockId ] = bflags & ~ ( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR ); | |
| // Offset at top-left corner | |
| var offset = x0 + y0 * canvasWidth; | |
| // Accept whole block when fully covered | |
| if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) { | |
| var maxz = cbz + nmaxz; | |
| blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz ); | |
| var cy1 = cb1; | |
| var cy2 = cb2; | |
| var cyz = cbz; | |
| var cytu, cytv; | |
| if ( bHasUV ) { | |
| cytu = cbtu; | |
| cytv = cbtv; | |
| } | |
| var cynz; | |
| if ( bHasNormal ) { | |
| cynz = cbnz; | |
| } | |
| for ( var iy = 0; iy < q; iy ++ ) { | |
| var cx1 = cy1; | |
| var cx2 = cy2; | |
| var cxz = cyz; | |
| var cxtu; | |
| var cxtv; | |
| if ( bHasUV ) { | |
| cxtu = cytu; | |
| cxtv = cytv; | |
| } | |
| var cxnz; | |
| if ( bHasNormal ) { | |
| cxnz = cynz; | |
| } | |
| for ( var ix = 0; ix < q; ix ++ ) { | |
| var z = cxz; | |
| if ( z < zbuffer[ offset ] ) { | |
| shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material ); | |
| } | |
| cx1 += dy12; | |
| cx2 += dy23; | |
| cxz += dzdx; | |
| if ( bHasUV ) { | |
| cxtu += dtudx; | |
| cxtv += dtvdx; | |
| } | |
| if ( bHasNormal ) { | |
| cxnz += dnzdx; | |
| } | |
| offset ++; | |
| } | |
| cy1 += dx12; | |
| cy2 += dx23; | |
| cyz += dzdy; | |
| if ( bHasUV ) { | |
| cytu += dtudy; | |
| cytv += dtvdy; | |
| } | |
| if ( bHasNormal ) { | |
| cynz += dnzdy; | |
| } | |
| offset += linestep; | |
| } | |
| } else { | |
| // Partially covered block | |
| var cy1 = cb1; | |
| var cy2 = cb2; | |
| var cy3 = cb3; | |
| var cyz = cbz; | |
| var cytu, cytv; | |
| if ( bHasUV ) { | |
| cytu = cbtu; | |
| cytv = cbtv; | |
| } | |
| var cynz; | |
| if ( bHasNormal ) { | |
| cynz = cbnz; | |
| } | |
| for ( var iy = 0; iy < q; iy ++ ) { | |
| var cx1 = cy1; | |
| var cx2 = cy2; | |
| var cx3 = cy3; | |
| var cxz = cyz; | |
| var cxtu; | |
| var cxtv; | |
| if ( bHasUV ) { | |
| cxtu = cytu; | |
| cxtv = cytv; | |
| } | |
| var cxnz; | |
| if ( bHasNormal ) { | |
| cxnz = cynz; | |
| } | |
| for ( var ix = 0; ix < q; ix ++ ) { | |
| if ( ( cx1 | cx2 | cx3 ) >= 0 ) { | |
| var z = cxz; | |
| if ( z < zbuffer[ offset ] ) { | |
| shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material ); | |
| } | |
| } | |
| cx1 += dy12; | |
| cx2 += dy23; | |
| cx3 += dy31; | |
| cxz += dzdx; | |
| if ( bHasUV ) { | |
| cxtu += dtudx; | |
| cxtv += dtvdx; | |
| } | |
| if ( bHasNormal ) { | |
| cxnz += dnzdx; | |
| } | |
| offset ++; | |
| } | |
| cy1 += dx12; | |
| cy2 += dx23; | |
| cy3 += dx31; | |
| cyz += dzdy; | |
| if ( bHasUV ) { | |
| cytu += dtudy; | |
| cytv += dtvdy; | |
| } | |
| if ( bHasNormal ) { | |
| cynz += dnzdy; | |
| } | |
| offset += linestep; | |
| } | |
| } | |
| } | |
| // Advance to next row of blocks | |
| cb1 += q * dx12; | |
| cb2 += q * dx23; | |
| cb3 += q * dx31; | |
| cbz += q * dzdy; | |
| if ( bHasUV ) { | |
| cbtu += q * dtudy; | |
| cbtv += q * dtvdy; | |
| } | |
| if ( bHasNormal ) { | |
| cbnz += q * dnzdy; | |
| } | |
| } | |
| } | |
| // When drawing line, the blockShiftShift has to be zero. In order to clean pixel | |
| // Using color1 and color2 to interpolation pixel color | |
| // LineWidth is according to material.linewidth | |
| function drawLine( v1, v2, color1, color2, shader, material ) { | |
| // While the line mode is enable, blockSize has to be changed to 0. | |
| if ( ! lineMode ) { | |
| lineMode = true; | |
| blockShift = 0; | |
| blockSize = 1 << blockShift; | |
| _this.setSize( canvas.width, canvas.height ); | |
| } | |
| // TODO: Implement per-pixel z-clipping | |
| if ( v1.z < - 1 || v1.z > 1 || v2.z < - 1 || v2.z > 1 ) return; | |
| var halfLineWidth = Math.floor( ( material.linewidth - 1 ) * 0.5 ); | |
| // https://gist.github.com/2486101 | |
| // explanation: http://pouet.net/topic.php?which=8760&page=1 | |
| // 28.4 fixed-point coordinates | |
| var x1 = ( v1.x * viewportXScale + viewportXOffs ) | 0; | |
| var x2 = ( v2.x * viewportXScale + viewportXOffs ) | 0; | |
| var y1 = ( v1.y * viewportYScale + viewportYOffs ) | 0; | |
| var y2 = ( v2.y * viewportYScale + viewportYOffs ) | 0; | |
| var z1 = ( v1.z * viewportZScale + viewportZOffs ) | 0; | |
| var z2 = ( v2.z * viewportZScale + viewportZOffs ) | 0; | |
| // Deltas | |
| var dx12 = x1 - x2, dy12 = y1 - y2, dz12 = z1 - z2; | |
| // Bounding rectangle | |
| var minx = Math.max( ( Math.min( x1, x2 ) + subpixelBias ) >> subpixelBits, 0 ); | |
| var maxx = Math.min( ( Math.max( x1, x2 ) + subpixelBias ) >> subpixelBits, canvasWidth ); | |
| var miny = Math.max( ( Math.min( y1, y2 ) + subpixelBias ) >> subpixelBits, 0 ); | |
| var maxy = Math.min( ( Math.max( y1, y2 ) + subpixelBias ) >> subpixelBits, canvasHeight ); | |
| var minz = Math.max( ( Math.min( z1, z2 ) + subpixelBias ) >> subpixelBits, 0 ); | |
| var maxz = ( Math.max( z1, z2 ) + subpixelBias ) >> subpixelBits; | |
| rectx1 = Math.min( minx, rectx1 ); | |
| rectx2 = Math.max( maxx, rectx2 ); | |
| recty1 = Math.min( miny, recty1 ); | |
| recty2 = Math.max( maxy, recty2 ); | |
| // Get the line's unit vector and cross vector | |
| var length = Math.sqrt( ( dy12 * dy12 ) + ( dx12 * dx12 ) ); | |
| var unitX = ( dx12 / length ); | |
| var unitY = ( dy12 / length ); | |
| var unitZ = ( dz12 / length ); | |
| var pixelX, pixelY, pixelZ; | |
| var pX, pY, pZ; | |
| crossVector.set( unitX, unitY, unitZ ); | |
| crossVector.cross( lookVector ); | |
| crossVector.normalize(); | |
| while ( length > 0 ) { | |
| // Get this pixel. | |
| pixelX = x2 + length * unitX; | |
| pixelY = y2 + length * unitY; | |
| pixelZ = z2 + length * unitZ; | |
| pixelX = ( pixelX + subpixelBias ) >> subpixelBits; | |
| pixelY = ( pixelY + subpixelBias ) >> subpixelBits; | |
| pZ = ( pixelZ + subpixelBias ) >> subpixelBits; | |
| // Draw line with line width | |
| for ( var i = - halfLineWidth; i <= halfLineWidth; ++ i ) { | |
| // Compute the line pixels. | |
| // Get the pixels on the vector that crosses to the line vector | |
| pX = Math.floor( ( pixelX + crossVector.x * i ) ); | |
| pY = Math.floor( ( pixelY + crossVector.y * i ) ); | |
| // if pixel is over the rect. Continue | |
| if ( rectx1 >= pX || rectx2 <= pX || recty1 >= pY || recty2 <= pY ) | |
| continue; | |
| // Find this pixel at which block | |
| var blockX = pX >> blockShift; | |
| var blockY = pY >> blockShift; | |
| var blockId = blockX + blockY * canvasWBlocks; | |
| // Compare the pixel depth width z block. | |
| if ( blockMaxZ[ blockId ] < minz ) continue; | |
| blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz ); | |
| var bflags = blockFlags[ blockId ]; | |
| if ( bflags & BLOCK_NEEDCLEAR ) clearBlock( blockX, blockY ); | |
| blockFlags[ blockId ] = bflags & ~ ( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR ); | |
| // draw pixel | |
| var offset = pX + pY * canvasWidth; | |
| if ( pZ < zbuffer[ offset ] ) { | |
| shader( data, zbuffer, offset, pZ, color1, color2, material ); | |
| } | |
| } | |
| -- length; | |
| } | |
| } | |
| 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 ++ ] = getAlpha() * 255 | 0; | |
| } | |
| 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.ceilPowerOfTwo( 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; | |
| }; | |
| }; | |