SoftwareRenderer.js 36 KB

12345678910111213141516171819202122232425262728293031323334353637383940414243444546474849505152535455565758596061626364656667686970717273747576777879808182838485868788899091929394959697989910010110210310410510610710810911011111211311411511611711811912012112212312412512612712812913013113213313413513613713813914014114214314414514614714814915015115215315415515615715815916016116216316416516616716816917017117217317417517617717817918018118218318418518618718818919019119219319419519619719819920020120220320420520620720820921021121221321421521621721821922022122222322422522622722822923023123223323423523623723823924024124224324424524624724824925025125225325425525625725825926026126226326426526626726826927027127227327427527627727827928028128228328428528628728828929029129229329429529629729829930030130230330430530630730830931031131231331431531631731831932032132232332432532632732832933033133233333433533633733833934034134234334434534634734834935035135235335435535635735835936036136236336436536636736836937037137237337437537637737837938038138238338438538638738838939039139239339439539639739839940040140240340440540640740840941041141241341441541641741841942042142242342442542642742842943043143243343443543643743843944044144244344444544644744844945045145245345445545645745845946046146246346446546646746846947047147247347447547647747847948048148248348448548648748848949049149249349449549649749849950050150250350450550650750850951051151251351451551651751851952052152252352452552652752852953053153253353453553653753853954054154254354454554654754854955055155255355455555655755855956056156256356456556656756856957057157257357457557657757857958058158258358458558658758858959059159259359459559659759859960060160260360460560660760860961061161261361461561661761861962062162262362462562662762862963063163263363463563663763863964064164264364464564664764864965065165265365465565665765865966066166266366466566666766866967067167267367467567667767867968068168268368468568668768868969069169269369469569669769869970070170270370470570670770870971071171271371471571671771871972072172272372472572672772872973073173273373473573673773873974074174274374474574674774874975075175275375475575675775875976076176276376476576676776876977077177277377477577677777877978078178278378478578678778878979079179279379479579679779879980080180280380480580680780880981081181281381481581681781881982082182282382482582682782882983083183283383483583683783883984084184284384484584684784884985085185285385485585685785885986086186286386486586686786886987087187287387487587687787887988088188288388488588688788888989089189289389489589689789889990090190290390490590690790890991091191291391491591691791891992092192292392492592692792892993093193293393493593693793893994094194294394494594694794894995095195295395495595695795895996096196296396496596696796896997097197297397497597697797897998098198298398498598698798898999099199299399499599699799899910001001100210031004100510061007100810091010101110121013101410151016101710181019102010211022102310241025102610271028102910301031103210331034103510361037103810391040104110421043104410451046104710481049105010511052105310541055105610571058105910601061106210631064106510661067106810691070107110721073107410751076107710781079108010811082108310841085108610871088108910901091109210931094109510961097109810991100110111021103110411051106110711081109111011111112111311141115111611171118111911201121112211231124112511261127112811291130113111321133113411351136113711381139114011411142114311441145114611471148114911501151115211531154115511561157115811591160116111621163116411651166116711681169117011711172117311741175117611771178117911801181118211831184118511861187118811891190119111921193119411951196119711981199120012011202120312041205120612071208120912101211121212131214121512161217121812191220122112221223122412251226122712281229123012311232123312341235123612371238123912401241124212431244124512461247124812491250125112521253125412551256125712581259126012611262126312641265126612671268126912701271127212731274127512761277127812791280128112821283128412851286128712881289129012911292129312941295129612971298129913001301130213031304130513061307130813091310131113121313131413151316131713181319132013211322132313241325132613271328132913301331133213331334133513361337133813391340134113421343134413451346134713481349135013511352135313541355135613571358135913601361136213631364136513661367136813691370137113721373137413751376137713781379138013811382138313841385138613871388138913901391139213931394139513961397139813991400140114021403140414051406140714081409141014111412141314141415141614171418141914201421142214231424142514261427142814291430143114321433143414351436143714381439144014411442144314441445144614471448144914501451145214531454145514561457145814591460146114621463146414651466146714681469147014711472147314741475147614771478147914801481148214831484148514861487148814891490149114921493149414951496149714981499150015011502150315041505150615071508150915101511151215131514151515161517151815191520152115221523152415251526152715281529153015311532153315341535153615371538153915401541154215431544154515461547154815491550155115521553155415551556
  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author ryg / http://farbrausch.de/~fg
  4. * @author mraleph / http://mrale.ph/
  5. * @author daoshengmu / http://dsmu.me/
  6. */
  7. THREE.SoftwareRenderer = function ( parameters ) {
  8. console.log( 'THREE.SoftwareRenderer', THREE.REVISION );
  9. parameters = parameters || {};
  10. var canvas = parameters.canvas !== undefined
  11. ? parameters.canvas
  12. : document.createElement( 'canvas' );
  13. var context = canvas.getContext( '2d', {
  14. alpha: parameters.alpha === true
  15. } );
  16. var shaders = {};
  17. var textures = {};
  18. var canvasWidth, canvasHeight;
  19. var canvasWBlocks, canvasHBlocks;
  20. var viewportXScale, viewportYScale, viewportZScale;
  21. var viewportXOffs, viewportYOffs, viewportZOffs;
  22. var clearColor = new THREE.Color( 0x000000 );
  23. var clearAlpha = parameters.alpha === true ? 0 : 1;
  24. var imagedata, data, zbuffer;
  25. var numBlocks, blockMaxZ, blockFlags;
  26. var BLOCK_ISCLEAR = ( 1 << 0 );
  27. var BLOCK_NEEDCLEAR = ( 1 << 1 );
  28. var subpixelBits = 4;
  29. var subpixelBias = ( 1 << subpixelBits ) - 1;
  30. var blockShift = 3;
  31. var blockSize = 1 << blockShift;
  32. var maxZVal = ( 1 << 24 ); // Note: You want to size this so you don't get overflows.
  33. var lineMode = false;
  34. var lookVector = new THREE.Vector3( 0, 0, 1 );
  35. var crossVector = new THREE.Vector3();
  36. var rectx1 = Infinity, recty1 = Infinity;
  37. var rectx2 = 0, recty2 = 0;
  38. var prevrectx1 = Infinity, prevrecty1 = Infinity;
  39. var prevrectx2 = 0, prevrecty2 = 0;
  40. var projector = new THREE.Projector();
  41. var spriteV1 = new THREE.Vector4();
  42. var spriteV2 = new THREE.Vector4();
  43. var spriteV3 = new THREE.Vector4();
  44. var spriteUV1 = new THREE.Vector2();
  45. var spriteUV2 = new THREE.Vector2();
  46. var spriteUV3 = new THREE.Vector2();
  47. var mpVPool = [];
  48. var mpVPoolCount = 0;
  49. var mpNPool = [];
  50. var mpNPoolCount = 0;
  51. var mpUVPool = [];
  52. var mpUVPoolCount = 0;
  53. var _this = this;
  54. this.domElement = canvas;
  55. this.autoClear = true;
  56. this.setClearColor = function ( color, alpha ) {
  57. clearColor.set( color );
  58. clearAlpha = alpha;
  59. clearColorBuffer( clearColor );
  60. };
  61. this.setPixelRatio = function () {};
  62. this.setSize = function ( width, height ) {
  63. canvasWBlocks = Math.floor( width / blockSize );
  64. canvasHBlocks = Math.floor( height / blockSize );
  65. canvasWidth = canvasWBlocks * blockSize;
  66. canvasHeight = canvasHBlocks * blockSize;
  67. var fixScale = 1 << subpixelBits;
  68. viewportXScale = fixScale * canvasWidth / 2;
  69. viewportYScale = - fixScale * canvasHeight / 2;
  70. viewportZScale = maxZVal / 2;
  71. viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
  72. viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
  73. viewportZOffs = maxZVal / 2 + 0.5;
  74. canvas.width = canvasWidth;
  75. canvas.height = canvasHeight;
  76. imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
  77. data = imagedata.data;
  78. zbuffer = new Int32Array( data.length / 4 );
  79. numBlocks = canvasWBlocks * canvasHBlocks;
  80. blockMaxZ = new Int32Array( numBlocks );
  81. blockFlags = new Uint8Array( numBlocks );
  82. for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
  83. zbuffer[ i ] = maxZVal;
  84. }
  85. for ( var i = 0; i < numBlocks; i ++ ) {
  86. blockFlags[ i ] = BLOCK_ISCLEAR;
  87. }
  88. clearColorBuffer( clearColor );
  89. };
  90. this.clear = function () {
  91. rectx1 = Infinity;
  92. recty1 = Infinity;
  93. rectx2 = 0;
  94. recty2 = 0;
  95. mpVPoolCount = 0;
  96. mpNPoolCount = 0;
  97. mpUVPoolCount = 0;
  98. for ( var i = 0; i < numBlocks; i ++ ) {
  99. blockMaxZ[ i ] = maxZVal;
  100. blockFlags[ i ] = ( blockFlags[ i ] & BLOCK_ISCLEAR ) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR;
  101. }
  102. };
  103. this.render = function ( scene, camera ) {
  104. // TODO: Check why autoClear can't be false.
  105. this.clear();
  106. var background = scene.background;
  107. if ( background && background.isColor ) {
  108. clearColorBuffer( background );
  109. }
  110. var renderData = projector.projectScene( scene, camera, false, false );
  111. var elements = renderData.elements;
  112. for ( var e = 0, el = elements.length; e < el; e ++ ) {
  113. var element = elements[ e ];
  114. var material = element.material;
  115. var shader = getMaterialShader( material );
  116. if ( ! shader ) continue;
  117. if ( element instanceof THREE.RenderableFace ) {
  118. if ( ! element.uvs ) {
  119. drawTriangle(
  120. element.v1.positionScreen,
  121. element.v2.positionScreen,
  122. element.v3.positionScreen,
  123. null, null, null,
  124. shader, element, material
  125. );
  126. } else {
  127. drawTriangle(
  128. element.v1.positionScreen,
  129. element.v2.positionScreen,
  130. element.v3.positionScreen,
  131. element.uvs[ 0 ], element.uvs[ 1 ], element.uvs[ 2 ],
  132. shader, element, material
  133. );
  134. }
  135. } else if ( element instanceof THREE.RenderableSprite ) {
  136. var scaleX = element.scale.x * 0.5;
  137. var scaleY = element.scale.y * 0.5;
  138. spriteV1.copy( element );
  139. spriteV1.x -= scaleX;
  140. spriteV1.y += scaleY;
  141. spriteV2.copy( element );
  142. spriteV2.x -= scaleX;
  143. spriteV2.y -= scaleY;
  144. spriteV3.copy( element );
  145. spriteV3.x += scaleX;
  146. spriteV3.y += scaleY;
  147. if ( material.map ) {
  148. spriteUV1.set( 0, 1 );
  149. spriteUV2.set( 0, 0 );
  150. spriteUV3.set( 1, 1 );
  151. drawTriangle(
  152. spriteV1, spriteV2, spriteV3,
  153. spriteUV1, spriteUV2, spriteUV3,
  154. shader, element, material
  155. );
  156. } else {
  157. drawTriangle(
  158. spriteV1, spriteV2, spriteV3,
  159. null, null, null,
  160. shader, element, material
  161. );
  162. }
  163. spriteV1.copy( element );
  164. spriteV1.x += scaleX;
  165. spriteV1.y += scaleY;
  166. spriteV2.copy( element );
  167. spriteV2.x -= scaleX;
  168. spriteV2.y -= scaleY;
  169. spriteV3.copy( element );
  170. spriteV3.x += scaleX;
  171. spriteV3.y -= scaleY;
  172. if ( material.map ) {
  173. spriteUV1.set( 1, 1 );
  174. spriteUV2.set( 0, 0 );
  175. spriteUV3.set( 1, 0 );
  176. drawTriangle(
  177. spriteV1, spriteV2, spriteV3,
  178. spriteUV1, spriteUV2, spriteUV3,
  179. shader, element, material
  180. );
  181. } else {
  182. drawTriangle(
  183. spriteV1, spriteV2, spriteV3,
  184. null, null, null,
  185. shader, element, material
  186. );
  187. }
  188. } else if ( element instanceof THREE.RenderableLine ) {
  189. var shader = getMaterialShader( material );
  190. drawLine(
  191. element.v1.positionScreen,
  192. element.v2.positionScreen,
  193. element.vertexColors[ 0 ],
  194. element.vertexColors[ 1 ],
  195. shader,
  196. material
  197. );
  198. }
  199. }
  200. finishClear();
  201. var x = Math.min( rectx1, prevrectx1 );
  202. var y = Math.min( recty1, prevrecty1 );
  203. var width = Math.max( rectx2, prevrectx2 ) - x;
  204. var height = Math.max( recty2, prevrecty2 ) - y;
  205. /*
  206. // debug; draw zbuffer
  207. for ( var i = 0, l = zbuffer.length; i < l; i++ ) {
  208. var o = i * 4;
  209. var v = (65535 - zbuffer[ i ]) >> 3;
  210. data[ o + 0 ] = v;
  211. data[ o + 1 ] = v;
  212. data[ o + 2 ] = v;
  213. data[ o + 3 ] = 255;
  214. }
  215. */
  216. if ( x !== Infinity ) {
  217. context.putImageData( imagedata, 0, 0, x, y, width, height );
  218. }
  219. prevrectx1 = rectx1; prevrecty1 = recty1;
  220. prevrectx2 = rectx2; prevrecty2 = recty2;
  221. };
  222. function getAlpha() {
  223. return parameters.alpha === true ? clearAlpha : 1;
  224. }
  225. function clearColorBuffer( color ) {
  226. var size = canvasWidth * canvasHeight * 4;
  227. for ( var i = 0; i < size; i += 4 ) {
  228. data[ i ] = color.r * 255 | 0;
  229. data[ i + 1 ] = color.g * 255 | 0;
  230. data[ i + 2 ] = color.b * 255 | 0;
  231. data[ i + 3 ] = getAlpha() * 255 | 0;
  232. }
  233. context.fillStyle = 'rgba(' + ( ( clearColor.r * 255 ) | 0 ) + ',' + ( ( clearColor.g * 255 ) | 0 ) + ',' + ( ( clearColor.b * 255 ) | 0 ) + ',' + getAlpha() + ')';
  234. context.fillRect( 0, 0, canvasWidth, canvasHeight );
  235. }
  236. function getPalette( material, bSimulateSpecular ) {
  237. var i = 0, j = 0;
  238. var diffuseR = material.color.r * 255;
  239. var diffuseG = material.color.g * 255;
  240. var diffuseB = material.color.b * 255;
  241. var palette = new Uint8Array( 256 * 3 );
  242. if ( bSimulateSpecular ) {
  243. while ( i < 204 ) {
  244. palette[ j ++ ] = Math.min( i * diffuseR / 204, 255 );
  245. palette[ j ++ ] = Math.min( i * diffuseG / 204, 255 );
  246. palette[ j ++ ] = Math.min( i * diffuseB / 204, 255 );
  247. ++ i;
  248. }
  249. while ( i < 256 ) {
  250. // plus specular highlight
  251. palette[ j ++ ] = Math.min( diffuseR + ( i - 204 ) * ( 255 - diffuseR ) / 82, 255 );
  252. palette[ j ++ ] = Math.min( diffuseG + ( i - 204 ) * ( 255 - diffuseG ) / 82, 255 );
  253. palette[ j ++ ] = Math.min( diffuseB + ( i - 204 ) * ( 255 - diffuseB ) / 82, 255 );
  254. ++ i;
  255. }
  256. } else {
  257. while ( i < 256 ) {
  258. palette[ j ++ ] = Math.min( i * diffuseR / 255, 255 );
  259. palette[ j ++ ] = Math.min( i * diffuseG / 255, 255 );
  260. palette[ j ++ ] = Math.min( i * diffuseB / 255, 255 );
  261. ++ i;
  262. }
  263. }
  264. return palette;
  265. }
  266. function basicMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
  267. var colorOffset = offset * 4;
  268. var texture = textures[ material.map.id ];
  269. if ( ! texture.data ) return;
  270. var tdim = texture.width;
  271. var isTransparent = material.transparent;
  272. var tbound = tdim - 1;
  273. var tdata = texture.data;
  274. var tIndex = ( ( ( v * tdim ) & tbound ) * tdim + ( ( u * tdim ) & tbound ) ) * 4;
  275. if ( ! isTransparent ) {
  276. buffer[ colorOffset ] = tdata[ tIndex ];
  277. buffer[ colorOffset + 1 ] = tdata[ tIndex + 1 ];
  278. buffer[ colorOffset + 2 ] = tdata[ tIndex + 2 ];
  279. buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
  280. depthBuf[ offset ] = depth;
  281. } else {
  282. var srcR = tdata[ tIndex ];
  283. var srcG = tdata[ tIndex + 1 ];
  284. var srcB = tdata[ tIndex + 2 ];
  285. var opaci = tdata[ tIndex + 3 ] * material.opacity / 255;
  286. var destR = buffer[ colorOffset ];
  287. var destG = buffer[ colorOffset + 1 ];
  288. var destB = buffer[ colorOffset + 2 ];
  289. buffer[ colorOffset ] = ( srcR * opaci + destR * ( 1 - opaci ) );
  290. buffer[ colorOffset + 1 ] = ( srcG * opaci + destG * ( 1 - opaci ) );
  291. buffer[ colorOffset + 2 ] = ( srcB * opaci + destB * ( 1 - opaci ) );
  292. buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
  293. // Only opaue pixls write to the depth buffer
  294. if ( buffer[ colorOffset + 3 ] == 255 ) depthBuf[ offset ] = depth;
  295. }
  296. }
  297. function lightingMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
  298. var colorOffset = offset * 4;
  299. var texture = textures[ material.map.id ];
  300. if ( ! texture.data ) return;
  301. var tdim = texture.width;
  302. var isTransparent = material.transparent;
  303. var cIndex = ( n > 0 ? ( ~ ~ n ) : 0 ) * 3;
  304. var tbound = tdim - 1;
  305. var tdata = texture.data;
  306. var tIndex = ( ( ( v * tdim ) & tbound ) * tdim + ( ( u * tdim ) & tbound ) ) * 4;
  307. if ( ! isTransparent ) {
  308. buffer[ colorOffset ] = ( material.palette[ cIndex ] * tdata[ tIndex ] ) >> 8;
  309. buffer[ colorOffset + 1 ] = ( material.palette[ cIndex + 1 ] * tdata[ tIndex + 1 ] ) >> 8;
  310. buffer[ colorOffset + 2 ] = ( material.palette[ cIndex + 2 ] * tdata[ tIndex + 2 ] ) >> 8;
  311. buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
  312. depthBuf[ offset ] = depth;
  313. } else {
  314. var foreColorR = material.palette[ cIndex ] * tdata[ tIndex ];
  315. var foreColorG = material.palette[ cIndex + 1 ] * tdata[ tIndex + 1 ];
  316. var foreColorB = material.palette[ cIndex + 2 ] * tdata[ tIndex + 2 ];
  317. var opaci = tdata[ tIndex + 3 ] * material.opacity / 256;
  318. var destR = buffer[ colorOffset ];
  319. var destG = buffer[ colorOffset + 1 ];
  320. var destB = buffer[ colorOffset + 2 ];
  321. buffer[ colorOffset ] = foreColorR * opaci + destR * ( 1 - opaci );
  322. buffer[ colorOffset + 1 ] = foreColorG * opaci + destG * ( 1 - opaci );
  323. buffer[ colorOffset + 2 ] = foreColorB * opaci + destB * ( 1 - opaci );
  324. buffer[ colorOffset + 3 ] = ( material.opacity << 8 ) - 1;
  325. // Only opaue pixls write to the depth buffer
  326. if ( buffer[ colorOffset + 3 ] == 255 ) depthBuf[ offset ] = depth;
  327. }
  328. }
  329. function getMaterialShader( material ) {
  330. var id = material.id;
  331. var shader = shaders[ id ];
  332. if ( shader && material.map && ! textures[ material.map.id ] ) delete shaders[ id ];
  333. if ( shaders[ id ] === undefined || material.needsUpdate === true ) {
  334. if ( material instanceof THREE.MeshBasicMaterial ||
  335. material instanceof THREE.MeshLambertMaterial ||
  336. material instanceof THREE.MeshPhongMaterial ||
  337. material instanceof THREE.SpriteMaterial ) {
  338. if ( material instanceof THREE.MeshLambertMaterial ) {
  339. // Generate color palette
  340. if ( ! material.palette ) {
  341. material.palette = getPalette( material, false );
  342. }
  343. } else if ( material instanceof THREE.MeshPhongMaterial ) {
  344. // Generate color palette
  345. if ( ! material.palette ) {
  346. material.palette = getPalette( material, true );
  347. }
  348. }
  349. var string;
  350. if ( material.map ) {
  351. var texture = new THREE.SoftwareRenderer.Texture();
  352. texture.fromImage( material.map.image );
  353. if ( ! texture.data ) return;
  354. textures[ material.map.id ] = texture;
  355. if ( material instanceof THREE.MeshBasicMaterial
  356. || material instanceof THREE.SpriteMaterial ) {
  357. shader = basicMaterialShader;
  358. } else {
  359. shader = lightingMaterialShader;
  360. }
  361. } else {
  362. if ( material.vertexColors === THREE.FaceColors || material.vertexColors === THREE.VertexColors ) {
  363. string = [
  364. 'var colorOffset = offset * 4;',
  365. 'buffer[ colorOffset ] = face.color.r * 255;',
  366. 'buffer[ colorOffset + 1 ] = face.color.g * 255;',
  367. 'buffer[ colorOffset + 2 ] = face.color.b * 255;',
  368. 'buffer[ colorOffset + 3 ] = material.opacity * 255;',
  369. 'depthBuf[ offset ] = depth;'
  370. ].join( '\n' );
  371. } else {
  372. string = [
  373. 'var colorOffset = offset * 4;',
  374. 'buffer[ colorOffset ] = material.color.r * 255;',
  375. 'buffer[ colorOffset + 1 ] = material.color.g * 255;',
  376. 'buffer[ colorOffset + 2 ] = material.color.b * 255;',
  377. 'buffer[ colorOffset + 3 ] = material.opacity * 255;',
  378. 'depthBuf[ offset ] = depth;'
  379. ].join( '\n' );
  380. }
  381. shader = new Function( 'buffer, depthBuf, offset, depth, u, v, n, face, material', string );
  382. }
  383. } else if ( material instanceof THREE.LineBasicMaterial ) {
  384. var string = [
  385. 'var colorOffset = offset * 4;',
  386. 'buffer[ colorOffset ] = material.color.r * (color1.r+color2.r) * 0.5 * 255;',
  387. 'buffer[ colorOffset + 1 ] = material.color.g * (color1.g+color2.g) * 0.5 * 255;',
  388. 'buffer[ colorOffset + 2 ] = material.color.b * (color1.b+color2.b) * 0.5 * 255;',
  389. 'buffer[ colorOffset + 3 ] = 255;',
  390. 'depthBuf[ offset ] = depth;'
  391. ].join( '\n' );
  392. shader = new Function( 'buffer, depthBuf, offset, depth, color1, color2, material', string );
  393. } else {
  394. var string = [
  395. 'var colorOffset = offset * 4;',
  396. 'buffer[ colorOffset ] = u * 255;',
  397. 'buffer[ colorOffset + 1 ] = v * 255;',
  398. 'buffer[ colorOffset + 2 ] = 0;',
  399. 'buffer[ colorOffset + 3 ] = 255;',
  400. 'depthBuf[ offset ] = depth;'
  401. ].join( '\n' );
  402. shader = new Function( 'buffer, depthBuf, offset, depth, u, v, n, face, material', string );
  403. }
  404. shaders[ id ] = shader;
  405. material.needsUpdate = false;
  406. }
  407. return shader;
  408. }
  409. /*
  410. function clearRectangle( x1, y1, x2, y2 ) {
  411. var xmin = Math.max( Math.min( x1, x2 ), 0 );
  412. var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
  413. var ymin = Math.max( Math.min( y1, y2 ), 0 );
  414. var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
  415. var offset = ( xmin + ymin * canvasWidth ) * 4 + 3;
  416. var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
  417. for ( var y = ymin; y < ymax; y ++ ) {
  418. for ( var x = xmin; x < xmax; x ++ ) {
  419. data[ offset += 4 ] = 0;
  420. }
  421. offset += linestep;
  422. }
  423. }
  424. */
  425. function drawTriangle( v1, v2, v3, uv1, uv2, uv3, shader, face, material ) {
  426. // TODO: Implement per-pixel z-clipping
  427. if ( v1.z < - 1 || v1.z > 1 || v2.z < - 1 || v2.z > 1 || v3.z < - 1 || v3.z > 1 ) return;
  428. // https://gist.github.com/2486101
  429. // explanation: http://pouet.net/topic.php?which=8760&page=1
  430. var fixscale = ( 1 << subpixelBits );
  431. // 28.4 fixed-point coordinates
  432. var x1 = ( v1.x * viewportXScale + viewportXOffs ) | 0;
  433. var x2 = ( v2.x * viewportXScale + viewportXOffs ) | 0;
  434. var x3 = ( v3.x * viewportXScale + viewportXOffs ) | 0;
  435. var y1 = ( v1.y * viewportYScale + viewportYOffs ) | 0;
  436. var y2 = ( v2.y * viewportYScale + viewportYOffs ) | 0;
  437. var y3 = ( v3.y * viewportYScale + viewportYOffs ) | 0;
  438. var bHasNormal = face.vertexNormalsModel && face.vertexNormalsModel.length;
  439. var bHasUV = uv1 && uv2 && uv3;
  440. var longestSide = Math.max(
  441. Math.sqrt( ( x1 - x2 ) * ( x1 - x2 ) + ( y1 - y2 ) * ( y1 - y2 ) ),
  442. Math.sqrt( ( x2 - x3 ) * ( x2 - x3 ) + ( y2 - y3 ) * ( y2 - y3 ) ),
  443. Math.sqrt( ( x3 - x1 ) * ( x3 - x1 ) + ( y3 - y1 ) * ( y3 - y1 ) )
  444. );
  445. if ( ! ( face instanceof THREE.RenderableSprite ) && ( longestSide > 100 * fixscale ) ) {
  446. // 1
  447. // |\
  448. // |a\
  449. // |__\
  450. // |\c|\
  451. // |b\|d\
  452. // |__\__\
  453. // 2 3
  454. var tempFace = { vertexNormalsModel: [], color: face.color };
  455. var mpUV12, mpUV23, mpUV31;
  456. if ( bHasUV ) {
  457. if ( mpUVPoolCount === mpUVPool.length ) {
  458. mpUV12 = new THREE.Vector2();
  459. mpUVPool.push( mpUV12 );
  460. ++ mpUVPoolCount;
  461. mpUV23 = new THREE.Vector2();
  462. mpUVPool.push( mpUV23 );
  463. ++ mpUVPoolCount;
  464. mpUV31 = new THREE.Vector2();
  465. mpUVPool.push( mpUV31 );
  466. ++ mpUVPoolCount;
  467. } else {
  468. mpUV12 = mpUVPool[ mpUVPoolCount ];
  469. ++ mpUVPoolCount;
  470. mpUV23 = mpUVPool[ mpUVPoolCount ];
  471. ++ mpUVPoolCount;
  472. mpUV31 = mpUVPool[ mpUVPoolCount ];
  473. ++ mpUVPoolCount;
  474. }
  475. var weight;
  476. weight = ( 1 + v2.z ) * ( v2.w / v1.w ) / ( 1 + v1.z );
  477. mpUV12.copy( uv1 ).multiplyScalar( weight ).add( uv2 ).multiplyScalar( 1 / ( weight + 1 ) );
  478. weight = ( 1 + v3.z ) * ( v3.w / v2.w ) / ( 1 + v2.z );
  479. mpUV23.copy( uv2 ).multiplyScalar( weight ).add( uv3 ).multiplyScalar( 1 / ( weight + 1 ) );
  480. weight = ( 1 + v1.z ) * ( v1.w / v3.w ) / ( 1 + v3.z );
  481. mpUV31.copy( uv3 ).multiplyScalar( weight ).add( uv1 ).multiplyScalar( 1 / ( weight + 1 ) );
  482. }
  483. var mpV12, mpV23, mpV31;
  484. if ( mpVPoolCount === mpVPool.length ) {
  485. mpV12 = new THREE.Vector4();
  486. mpVPool.push( mpV12 );
  487. ++ mpVPoolCount;
  488. mpV23 = new THREE.Vector4();
  489. mpVPool.push( mpV23 );
  490. ++ mpVPoolCount;
  491. mpV31 = new THREE.Vector4();
  492. mpVPool.push( mpV31 );
  493. ++ mpVPoolCount;
  494. } else {
  495. mpV12 = mpVPool[ mpVPoolCount ];
  496. ++ mpVPoolCount;
  497. mpV23 = mpVPool[ mpVPoolCount ];
  498. ++ mpVPoolCount;
  499. mpV31 = mpVPool[ mpVPoolCount ];
  500. ++ mpVPoolCount;
  501. }
  502. mpV12.copy( v1 ).add( v2 ).multiplyScalar( 0.5 );
  503. mpV23.copy( v2 ).add( v3 ).multiplyScalar( 0.5 );
  504. mpV31.copy( v3 ).add( v1 ).multiplyScalar( 0.5 );
  505. var mpN12, mpN23, mpN31;
  506. if ( bHasNormal ) {
  507. if ( mpNPoolCount === mpNPool.length ) {
  508. mpN12 = new THREE.Vector3();
  509. mpNPool.push( mpN12 );
  510. ++ mpNPoolCount;
  511. mpN23 = new THREE.Vector3();
  512. mpNPool.push( mpN23 );
  513. ++ mpNPoolCount;
  514. mpN31 = new THREE.Vector3();
  515. mpNPool.push( mpN31 );
  516. ++ mpNPoolCount;
  517. } else {
  518. mpN12 = mpNPool[ mpNPoolCount ];
  519. ++ mpNPoolCount;
  520. mpN23 = mpNPool[ mpNPoolCount ];
  521. ++ mpNPoolCount;
  522. mpN31 = mpNPool[ mpNPoolCount ];
  523. ++ mpNPoolCount;
  524. }
  525. mpN12.copy( face.vertexNormalsModel[ 0 ] ).add( face.vertexNormalsModel[ 1 ] ).normalize();
  526. mpN23.copy( face.vertexNormalsModel[ 1 ] ).add( face.vertexNormalsModel[ 2 ] ).normalize();
  527. mpN31.copy( face.vertexNormalsModel[ 2 ] ).add( face.vertexNormalsModel[ 0 ] ).normalize();
  528. }
  529. // a
  530. if ( bHasNormal ) {
  531. tempFace.vertexNormalsModel[ 0 ] = face.vertexNormalsModel[ 0 ];
  532. tempFace.vertexNormalsModel[ 1 ] = mpN12;
  533. tempFace.vertexNormalsModel[ 2 ] = mpN31;
  534. }
  535. drawTriangle( v1, mpV12, mpV31, uv1, mpUV12, mpUV31, shader, tempFace, material );
  536. // b
  537. if ( bHasNormal ) {
  538. tempFace.vertexNormalsModel[ 0 ] = face.vertexNormalsModel[ 1 ];
  539. tempFace.vertexNormalsModel[ 1 ] = mpN23;
  540. tempFace.vertexNormalsModel[ 2 ] = mpN12;
  541. }
  542. drawTriangle( v2, mpV23, mpV12, uv2, mpUV23, mpUV12, shader, tempFace, material );
  543. // c
  544. if ( bHasNormal ) {
  545. tempFace.vertexNormalsModel[ 0 ] = mpN12;
  546. tempFace.vertexNormalsModel[ 1 ] = mpN23;
  547. tempFace.vertexNormalsModel[ 2 ] = mpN31;
  548. }
  549. drawTriangle( mpV12, mpV23, mpV31, mpUV12, mpUV23, mpUV31, shader, tempFace, material );
  550. // d
  551. if ( bHasNormal ) {
  552. tempFace.vertexNormalsModel[ 0 ] = face.vertexNormalsModel[ 2 ];
  553. tempFace.vertexNormalsModel[ 1 ] = mpN31;
  554. tempFace.vertexNormalsModel[ 2 ] = mpN23;
  555. }
  556. drawTriangle( v3, mpV31, mpV23, uv3, mpUV31, mpUV23, shader, tempFace, material );
  557. return;
  558. }
  559. // Z values (.28 fixed-point)
  560. var z1 = ( v1.z * viewportZScale + viewportZOffs ) | 0;
  561. var z2 = ( v2.z * viewportZScale + viewportZOffs ) | 0;
  562. var z3 = ( v3.z * viewportZScale + viewportZOffs ) | 0;
  563. // UV values
  564. var bHasUV = false;
  565. var tu1, tv1, tu2, tv2, tu3, tv3;
  566. if ( uv1 && uv2 && uv3 ) {
  567. bHasUV = true;
  568. tu1 = uv1.x;
  569. tv1 = 1 - uv1.y;
  570. tu2 = uv2.x;
  571. tv2 = 1 - uv2.y;
  572. tu3 = uv3.x;
  573. tv3 = 1 - uv3.y;
  574. }
  575. // Normal values
  576. var n1, n2, n3, nz1, nz2, nz3;
  577. if ( bHasNormal ) {
  578. n1 = face.vertexNormalsModel[ 0 ];
  579. n2 = face.vertexNormalsModel[ 1 ];
  580. n3 = face.vertexNormalsModel[ 2 ];
  581. nz1 = n1.z * 255;
  582. nz2 = n2.z * 255;
  583. nz3 = n3.z * 255;
  584. }
  585. // Deltas
  586. var dx12 = x1 - x2, dy12 = y2 - y1;
  587. var dx23 = x2 - x3, dy23 = y3 - y2;
  588. var dx31 = x3 - x1, dy31 = y1 - y3;
  589. // Bounding rectangle
  590. var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
  591. var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  592. var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
  593. var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  594. rectx1 = Math.min( minx, rectx1 );
  595. rectx2 = Math.max( maxx, rectx2 );
  596. recty1 = Math.min( miny, recty1 );
  597. recty2 = Math.max( maxy, recty2 );
  598. // Block size, standard 8x8 (must be power of two)
  599. var q = blockSize;
  600. // Start in corner of 8x8 block
  601. minx &= ~ ( q - 1 );
  602. miny &= ~ ( q - 1 );
  603. // Constant part of half-edge functions
  604. var minXfixscale = ( minx << subpixelBits );
  605. var minYfixscale = ( miny << subpixelBits );
  606. var c1 = dy12 * ( ( minXfixscale ) - x1 ) + dx12 * ( ( minYfixscale ) - y1 );
  607. var c2 = dy23 * ( ( minXfixscale ) - x2 ) + dx23 * ( ( minYfixscale ) - y2 );
  608. var c3 = dy31 * ( ( minXfixscale ) - x3 ) + dx31 * ( ( minYfixscale ) - y3 );
  609. // Correct for fill convention
  610. if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  611. if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  612. if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
  613. // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
  614. // It's a bit subtle. :)
  615. c1 = ( c1 - 1 ) >> subpixelBits;
  616. c2 = ( c2 - 1 ) >> subpixelBits;
  617. c3 = ( c3 - 1 ) >> subpixelBits;
  618. // Z interpolation setup
  619. var dz12 = z1 - z2, dz31 = z3 - z1;
  620. var invDet = 1.0 / ( dx12 * dy31 - dx31 * dy12 );
  621. var dzdx = ( invDet * ( dz12 * dy31 - dz31 * dy12 ) ); // dz per one subpixel step in x
  622. var dzdy = ( invDet * ( dz12 * dx31 - dx12 * dz31 ) ); // dz per one subpixel step in y
  623. // Z at top/left corner of rast area
  624. var cz = ( z1 + ( ( minXfixscale ) - x1 ) * dzdx + ( ( minYfixscale ) - y1 ) * dzdy ) | 0;
  625. // Z pixel steps
  626. dzdx = ( dzdx * fixscale ) | 0;
  627. dzdy = ( dzdy * fixscale ) | 0;
  628. var dtvdx, dtvdy, cbtu, cbtv;
  629. if ( bHasUV ) {
  630. // UV interpolation setup
  631. var dtu12 = tu1 - tu2, dtu31 = tu3 - tu1;
  632. var dtudx = ( invDet * ( dtu12 * dy31 - dtu31 * dy12 ) ); // dtu per one subpixel step in x
  633. var dtudy = ( invDet * ( dtu12 * dx31 - dx12 * dtu31 ) ); // dtu per one subpixel step in y
  634. var dtv12 = tv1 - tv2, dtv31 = tv3 - tv1;
  635. dtvdx = ( invDet * ( dtv12 * dy31 - dtv31 * dy12 ) ); // dtv per one subpixel step in x
  636. dtvdy = ( invDet * ( dtv12 * dx31 - dx12 * dtv31 ) ); // dtv per one subpixel step in y
  637. // UV at top/left corner of rast area
  638. cbtu = ( tu1 + ( minXfixscale - x1 ) * dtudx + ( minYfixscale - y1 ) * dtudy );
  639. cbtv = ( tv1 + ( minXfixscale - x1 ) * dtvdx + ( minYfixscale - y1 ) * dtvdy );
  640. // UV pixel steps
  641. dtudx = dtudx * fixscale;
  642. dtudy = dtudy * fixscale;
  643. dtvdx = dtvdx * fixscale;
  644. dtvdy = dtvdy * fixscale;
  645. }
  646. var dnzdy, cbnz;
  647. if ( bHasNormal ) {
  648. // Normal interpolation setup
  649. var dnz12 = nz1 - nz2, dnz31 = nz3 - nz1;
  650. var dnzdx = ( invDet * ( dnz12 * dy31 - dnz31 * dy12 ) ); // dnz per one subpixel step in x
  651. var dnzdy = ( invDet * ( dnz12 * dx31 - dx12 * dnz31 ) ); // dnz per one subpixel step in y
  652. // Normal at top/left corner of rast area
  653. cbnz = ( nz1 + ( minXfixscale - x1 ) * dnzdx + ( minYfixscale - y1 ) * dnzdy );
  654. // Normal pixel steps
  655. dnzdx = ( dnzdx * fixscale );
  656. dnzdy = ( dnzdy * fixscale );
  657. }
  658. // Set up min/max corners
  659. var qm1 = q - 1; // for convenience
  660. var nmin1 = 0, nmax1 = 0;
  661. var nmin2 = 0, nmax2 = 0;
  662. var nmin3 = 0, nmax3 = 0;
  663. var nminz = 0, nmaxz = 0;
  664. if ( dx12 >= 0 ) nmax1 -= qm1 * dx12; else nmin1 -= qm1 * dx12;
  665. if ( dy12 >= 0 ) nmax1 -= qm1 * dy12; else nmin1 -= qm1 * dy12;
  666. if ( dx23 >= 0 ) nmax2 -= qm1 * dx23; else nmin2 -= qm1 * dx23;
  667. if ( dy23 >= 0 ) nmax2 -= qm1 * dy23; else nmin2 -= qm1 * dy23;
  668. if ( dx31 >= 0 ) nmax3 -= qm1 * dx31; else nmin3 -= qm1 * dx31;
  669. if ( dy31 >= 0 ) nmax3 -= qm1 * dy31; else nmin3 -= qm1 * dy31;
  670. if ( dzdx >= 0 ) nmaxz += qm1 * dzdx; else nminz += qm1 * dzdx;
  671. if ( dzdy >= 0 ) nmaxz += qm1 * dzdy; else nminz += qm1 * dzdy;
  672. // Loop through blocks
  673. var linestep = canvasWidth - q;
  674. var cb1 = c1;
  675. var cb2 = c2;
  676. var cb3 = c3;
  677. var cbz = cz;
  678. var qstep = - q;
  679. var e1x = qstep * dy12;
  680. var e2x = qstep * dy23;
  681. var e3x = qstep * dy31;
  682. var ezx = qstep * dzdx;
  683. var etux, etvx;
  684. if ( bHasUV ) {
  685. etux = qstep * dtudx;
  686. etvx = qstep * dtvdx;
  687. }
  688. var enzx;
  689. if ( bHasNormal ) {
  690. enzx = qstep * dnzdx;
  691. }
  692. var x0 = minx;
  693. for ( var y0 = miny; y0 < maxy; y0 += q ) {
  694. // New block line - keep hunting for tri outer edge in old block line dir
  695. while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
  696. x0 += qstep;
  697. cb1 += e1x;
  698. cb2 += e2x;
  699. cb3 += e3x;
  700. cbz += ezx;
  701. if ( bHasUV ) {
  702. cbtu += etux;
  703. cbtv += etvx;
  704. }
  705. if ( bHasNormal ) {
  706. cbnz += enzx;
  707. }
  708. }
  709. // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
  710. qstep = - qstep;
  711. e1x = - e1x;
  712. e2x = - e2x;
  713. e3x = - e3x;
  714. ezx = - ezx;
  715. if ( bHasUV ) {
  716. etux = - etux;
  717. etvx = - etvx;
  718. }
  719. if ( bHasNormal ) {
  720. enzx = - enzx;
  721. }
  722. while ( 1 ) {
  723. // Step everything
  724. x0 += qstep;
  725. cb1 += e1x;
  726. cb2 += e2x;
  727. cb3 += e3x;
  728. cbz += ezx;
  729. if ( bHasUV ) {
  730. cbtu += etux;
  731. cbtv += etvx;
  732. }
  733. if ( bHasNormal ) {
  734. cbnz += enzx;
  735. }
  736. // We're done with this block line when at least one edge completely out
  737. // If an edge function is too small and decreasing in the current traversal
  738. // dir, we're done with this line.
  739. if ( x0 < minx || x0 >= maxx ) break;
  740. if ( cb1 < nmax1 ) if ( e1x < 0 ) break; else continue;
  741. if ( cb2 < nmax2 ) if ( e2x < 0 ) break; else continue;
  742. if ( cb3 < nmax3 ) if ( e3x < 0 ) break; else continue;
  743. // We can skip this block if it's already fully covered
  744. var blockX = x0 >> blockShift;
  745. var blockY = y0 >> blockShift;
  746. var blockId = blockX + blockY * canvasWBlocks;
  747. var minz = cbz + nminz;
  748. // farthest point in block closer than closest point in our tri?
  749. if ( blockMaxZ[ blockId ] < minz ) continue;
  750. // Need to do a deferred clear?
  751. var bflags = blockFlags[ blockId ];
  752. if ( bflags & BLOCK_NEEDCLEAR ) clearBlock( blockX, blockY );
  753. blockFlags[ blockId ] = bflags & ~ ( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  754. // Offset at top-left corner
  755. var offset = x0 + y0 * canvasWidth;
  756. // Accept whole block when fully covered
  757. if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
  758. var maxz = cbz + nmaxz;
  759. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  760. var cy1 = cb1;
  761. var cy2 = cb2;
  762. var cyz = cbz;
  763. var cytu, cytv;
  764. if ( bHasUV ) {
  765. cytu = cbtu;
  766. cytv = cbtv;
  767. }
  768. var cynz;
  769. if ( bHasNormal ) {
  770. cynz = cbnz;
  771. }
  772. for ( var iy = 0; iy < q; iy ++ ) {
  773. var cx1 = cy1;
  774. var cx2 = cy2;
  775. var cxz = cyz;
  776. var cxtu;
  777. var cxtv;
  778. if ( bHasUV ) {
  779. cxtu = cytu;
  780. cxtv = cytv;
  781. }
  782. var cxnz;
  783. if ( bHasNormal ) {
  784. cxnz = cynz;
  785. }
  786. for ( var ix = 0; ix < q; ix ++ ) {
  787. var z = cxz;
  788. if ( z < zbuffer[ offset ] ) {
  789. shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
  790. }
  791. cx1 += dy12;
  792. cx2 += dy23;
  793. cxz += dzdx;
  794. if ( bHasUV ) {
  795. cxtu += dtudx;
  796. cxtv += dtvdx;
  797. }
  798. if ( bHasNormal ) {
  799. cxnz += dnzdx;
  800. }
  801. offset ++;
  802. }
  803. cy1 += dx12;
  804. cy2 += dx23;
  805. cyz += dzdy;
  806. if ( bHasUV ) {
  807. cytu += dtudy;
  808. cytv += dtvdy;
  809. }
  810. if ( bHasNormal ) {
  811. cynz += dnzdy;
  812. }
  813. offset += linestep;
  814. }
  815. } else {
  816. // Partially covered block
  817. var cy1 = cb1;
  818. var cy2 = cb2;
  819. var cy3 = cb3;
  820. var cyz = cbz;
  821. var cytu, cytv;
  822. if ( bHasUV ) {
  823. cytu = cbtu;
  824. cytv = cbtv;
  825. }
  826. var cynz;
  827. if ( bHasNormal ) {
  828. cynz = cbnz;
  829. }
  830. for ( var iy = 0; iy < q; iy ++ ) {
  831. var cx1 = cy1;
  832. var cx2 = cy2;
  833. var cx3 = cy3;
  834. var cxz = cyz;
  835. var cxtu;
  836. var cxtv;
  837. if ( bHasUV ) {
  838. cxtu = cytu;
  839. cxtv = cytv;
  840. }
  841. var cxnz;
  842. if ( bHasNormal ) {
  843. cxnz = cynz;
  844. }
  845. for ( var ix = 0; ix < q; ix ++ ) {
  846. if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
  847. var z = cxz;
  848. if ( z < zbuffer[ offset ] ) {
  849. shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
  850. }
  851. }
  852. cx1 += dy12;
  853. cx2 += dy23;
  854. cx3 += dy31;
  855. cxz += dzdx;
  856. if ( bHasUV ) {
  857. cxtu += dtudx;
  858. cxtv += dtvdx;
  859. }
  860. if ( bHasNormal ) {
  861. cxnz += dnzdx;
  862. }
  863. offset ++;
  864. }
  865. cy1 += dx12;
  866. cy2 += dx23;
  867. cy3 += dx31;
  868. cyz += dzdy;
  869. if ( bHasUV ) {
  870. cytu += dtudy;
  871. cytv += dtvdy;
  872. }
  873. if ( bHasNormal ) {
  874. cynz += dnzdy;
  875. }
  876. offset += linestep;
  877. }
  878. }
  879. }
  880. // Advance to next row of blocks
  881. cb1 += q * dx12;
  882. cb2 += q * dx23;
  883. cb3 += q * dx31;
  884. cbz += q * dzdy;
  885. if ( bHasUV ) {
  886. cbtu += q * dtudy;
  887. cbtv += q * dtvdy;
  888. }
  889. if ( bHasNormal ) {
  890. cbnz += q * dnzdy;
  891. }
  892. }
  893. }
  894. // When drawing line, the blockShiftShift has to be zero. In order to clean pixel
  895. // Using color1 and color2 to interpolation pixel color
  896. // LineWidth is according to material.linewidth
  897. function drawLine( v1, v2, color1, color2, shader, material ) {
  898. // While the line mode is enable, blockSize has to be changed to 0.
  899. if ( ! lineMode ) {
  900. lineMode = true;
  901. blockShift = 0;
  902. blockSize = 1 << blockShift;
  903. _this.setSize( canvas.width, canvas.height );
  904. }
  905. // TODO: Implement per-pixel z-clipping
  906. if ( v1.z < - 1 || v1.z > 1 || v2.z < - 1 || v2.z > 1 ) return;
  907. var halfLineWidth = Math.floor( ( material.linewidth - 1 ) * 0.5 );
  908. // https://gist.github.com/2486101
  909. // explanation: http://pouet.net/topic.php?which=8760&page=1
  910. // 28.4 fixed-point coordinates
  911. var x1 = ( v1.x * viewportXScale + viewportXOffs ) | 0;
  912. var x2 = ( v2.x * viewportXScale + viewportXOffs ) | 0;
  913. var y1 = ( v1.y * viewportYScale + viewportYOffs ) | 0;
  914. var y2 = ( v2.y * viewportYScale + viewportYOffs ) | 0;
  915. var z1 = ( v1.z * viewportZScale + viewportZOffs ) | 0;
  916. var z2 = ( v2.z * viewportZScale + viewportZOffs ) | 0;
  917. // Deltas
  918. var dx12 = x1 - x2, dy12 = y1 - y2, dz12 = z1 - z2;
  919. // Bounding rectangle
  920. var minx = Math.max( ( Math.min( x1, x2 ) + subpixelBias ) >> subpixelBits, 0 );
  921. var maxx = Math.min( ( Math.max( x1, x2 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  922. var miny = Math.max( ( Math.min( y1, y2 ) + subpixelBias ) >> subpixelBits, 0 );
  923. var maxy = Math.min( ( Math.max( y1, y2 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  924. var minz = Math.max( ( Math.min( z1, z2 ) + subpixelBias ) >> subpixelBits, 0 );
  925. var maxz = ( Math.max( z1, z2 ) + subpixelBias ) >> subpixelBits;
  926. rectx1 = Math.min( minx, rectx1 );
  927. rectx2 = Math.max( maxx, rectx2 );
  928. recty1 = Math.min( miny, recty1 );
  929. recty2 = Math.max( maxy, recty2 );
  930. // Get the line's unit vector and cross vector
  931. var length = Math.sqrt( ( dy12 * dy12 ) + ( dx12 * dx12 ) );
  932. var unitX = ( dx12 / length );
  933. var unitY = ( dy12 / length );
  934. var unitZ = ( dz12 / length );
  935. var pixelX, pixelY, pixelZ;
  936. var pX, pY, pZ;
  937. crossVector.set( unitX, unitY, unitZ );
  938. crossVector.cross( lookVector );
  939. crossVector.normalize();
  940. while ( length > 0 ) {
  941. // Get this pixel.
  942. pixelX = x2 + length * unitX;
  943. pixelY = y2 + length * unitY;
  944. pixelZ = z2 + length * unitZ;
  945. pixelX = ( pixelX + subpixelBias ) >> subpixelBits;
  946. pixelY = ( pixelY + subpixelBias ) >> subpixelBits;
  947. pZ = ( pixelZ + subpixelBias ) >> subpixelBits;
  948. // Draw line with line width
  949. for ( var i = - halfLineWidth; i <= halfLineWidth; ++ i ) {
  950. // Compute the line pixels.
  951. // Get the pixels on the vector that crosses to the line vector
  952. pX = Math.floor( ( pixelX + crossVector.x * i ) );
  953. pY = Math.floor( ( pixelY + crossVector.y * i ) );
  954. // if pixel is over the rect. Continue
  955. if ( rectx1 >= pX || rectx2 <= pX || recty1 >= pY || recty2 <= pY )
  956. continue;
  957. // Find this pixel at which block
  958. var blockX = pX >> blockShift;
  959. var blockY = pY >> blockShift;
  960. var blockId = blockX + blockY * canvasWBlocks;
  961. // Compare the pixel depth width z block.
  962. if ( blockMaxZ[ blockId ] < minz ) continue;
  963. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  964. var bflags = blockFlags[ blockId ];
  965. if ( bflags & BLOCK_NEEDCLEAR ) clearBlock( blockX, blockY );
  966. blockFlags[ blockId ] = bflags & ~ ( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  967. // draw pixel
  968. var offset = pX + pY * canvasWidth;
  969. if ( pZ < zbuffer[ offset ] ) {
  970. shader( data, zbuffer, offset, pZ, color1, color2, material );
  971. }
  972. }
  973. -- length;
  974. }
  975. }
  976. function clearBlock( blockX, blockY ) {
  977. var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
  978. var poffset = zoffset * 4;
  979. var zlinestep = canvasWidth - blockSize;
  980. var plinestep = zlinestep * 4;
  981. for ( var y = 0; y < blockSize; y ++ ) {
  982. for ( var x = 0; x < blockSize; x ++ ) {
  983. zbuffer[ zoffset ++ ] = maxZVal;
  984. data[ poffset ++ ] = clearColor.r * 255 | 0;
  985. data[ poffset ++ ] = clearColor.g * 255 | 0;
  986. data[ poffset ++ ] = clearColor.b * 255 | 0;
  987. data[ poffset ++ ] = getAlpha() * 255 | 0;
  988. }
  989. zoffset += zlinestep;
  990. poffset += plinestep;
  991. }
  992. }
  993. function finishClear( ) {
  994. var block = 0;
  995. for ( var y = 0; y < canvasHBlocks; y ++ ) {
  996. for ( var x = 0; x < canvasWBlocks; x ++ ) {
  997. if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
  998. clearBlock( x, y );
  999. blockFlags[ block ] = BLOCK_ISCLEAR;
  1000. }
  1001. block ++;
  1002. }
  1003. }
  1004. }
  1005. };
  1006. THREE.SoftwareRenderer.Texture = function () {
  1007. var canvas;
  1008. this.fromImage = function ( image ) {
  1009. if ( ! image || image.width <= 0 || image.height <= 0 )
  1010. return;
  1011. if ( canvas === undefined ) {
  1012. canvas = document.createElement( 'canvas' );
  1013. }
  1014. var size = image.width > image.height ? image.width : image.height;
  1015. size = THREE.Math.ceilPowerOfTwo( size );
  1016. if ( canvas.width != size || canvas.height != size ) {
  1017. canvas.width = size;
  1018. canvas.height = size;
  1019. }
  1020. var ctx = canvas.getContext( '2d' );
  1021. ctx.clearRect( 0, 0, size, size );
  1022. ctx.drawImage( image, 0, 0, size, size );
  1023. var imgData = ctx.getImageData( 0, 0, size, size );
  1024. this.data = imgData.data;
  1025. this.width = size;
  1026. this.height = size;
  1027. this.srcUrl = image.src;
  1028. };
  1029. };