/** * @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 alpha = parameters.alpha; 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 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; this.domElement = canvas; this.autoClear = true; // WebGLRenderer compatibility this.supportsVertexTextures = function () {}; this.setFaceCulling = function () {}; this.setClearColor = function ( color, alpha ) { clearColor.set( color ); 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; context.fillStyle = alpha ? "rgba(0, 0, 0, 0)" : 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; } clearColorBuffer( clearColor ); }; this.setSize( canvas.width, canvas.height ); 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 setSize( 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 = alpha ? "rgba(0, 0, 0, 0)" : 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; } clearColorBuffer( clearColor ); } 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 ] = alpha ? 0 : 255; } context.fillStyle = alpha ? "rgba(0, 0, 0, 0)" : color.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 << 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; if ( buffer[ colorOffset + 3 ] == 255 ) // Only opaue pixls write to the depth buffer 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; if ( buffer[ colorOffset + 3 ] == 255 ) // Only opaue pixls write to the depth buffer depthBuf[ offset ] = depth; } } 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 ( shader && material.map && !textures[ material.map.id ] ) delete 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 ); 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 ) { 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; } 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 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 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; 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 ++ ] = alpha ? 0 : 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; }; };