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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 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;
- };
- };
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