/usr/share/javascript/three/examples/js/renderers/SoftwareRenderer.js is in libjs-three 80+dfsg2-1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
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1422 1423 1424 1425 1426 1427 1428 1429 1430 1431 1432 1433 1434 1435 1436 1437 1438 1439 1440 1441 1442 1443 1444 1445 1446 1447 1448 1449 1450 1451 1452 1453 1454 1455 1456 1457 1458 1459 1460 1461 1462 1463 1464 1465 1466 1467 1468 1469 1470 1471 1472 1473 1474 1475 1476 1477 1478 1479 1480 1481 1482 1483 1484 1485 1486 1487 1488 1489 1490 1491 1492 1493 1494 1495 1496 1497 1498 1499 1500 1501 1502 1503 1504 1505 1506 1507 1508 1509 1510 1511 1512 1513 1514 1515 1516 1517 1518 1519 1520 1521 1522 1523 1524 1525 1526 1527 1528 1529 1530 1531 1532 1533 1534 1535 1536 1537 1538 1539 1540 1541 1542 1543 1544 1545 1546 1547 1548 1549 1550 1551 1552 1553 1554 1555 1556 1557 | /**
* @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 );
cleanColorBuffer();
};
this.setPixelRatio = function () {};
this.setSize = function ( width, height ) {
canvasWBlocks = Math.floor( width / blockSize );
canvasHBlocks = Math.floor( height / blockSize );
canvasWidth = canvasWBlocks * blockSize;
canvasHeight = canvasHBlocks * blockSize;
var fixScale = 1 << subpixelBits;
viewportXScale = fixScale * canvasWidth / 2;
viewportYScale = - fixScale * canvasHeight / 2;
viewportZScale = maxZVal / 2;
viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
viewportZOffs = maxZVal / 2 + 0.5;
canvas.width = canvasWidth;
canvas.height = canvasHeight;
context.fillStyle = 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;
}
cleanColorBuffer();
};
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;
}
};
// TODO: Check why autoClear can't be false.
this.render = function ( scene, camera ) {
if ( this.autoClear === true ) this.clear();
var renderData = projector.projectScene( scene, camera, false, false );
var elements = renderData.elements;
for ( var e = 0, el = elements.length; e < el; e ++ ) {
var element = elements[ e ];
var material = element.material;
var shader = getMaterialShader( material );
if ( !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;
}
cleanColorBuffer();
}
function cleanColorBuffer() {
var size = canvasWidth * canvasHeight * 4;
for ( var i = 0; i < size; i += 4 ) {
data[ i ] = clearColor.r * 255 | 0;
data[ i + 1 ] = clearColor.g * 255 | 0;
data[ i + 2 ] = clearColor.b * 255 | 0;
data[ i + 3 ] = alpha ? 0 : 255;
}
context.fillStyle = alpha ? "rgba(0, 0, 0, 0)" : clearColor.getStyle();
context.fillRect( 0, 0, canvasWidth, canvasHeight );
}
function getPalette( material, bSimulateSpecular ) {
var i = 0, j = 0;
var diffuseR = material.color.r * 255;
var diffuseG = material.color.g * 255;
var diffuseB = material.color.b * 255;
var palette = new Uint8Array( 256 * 3 );
if ( bSimulateSpecular ) {
while ( i < 204 ) {
palette[ j ++ ] = Math.min( i * diffuseR / 204, 255 );
palette[ j ++ ] = Math.min( i * diffuseG / 204, 255 );
palette[ j ++ ] = Math.min( i * diffuseB / 204, 255 );
++ i;
}
while ( i < 256 ) {
// plus specular highlight
palette[ j ++ ] = Math.min( diffuseR + ( i - 204 ) * ( 255 - diffuseR ) / 82, 255 );
palette[ j ++ ] = Math.min( diffuseG + ( i - 204 ) * ( 255 - diffuseG ) / 82, 255 );
palette[ j ++ ] = Math.min( diffuseB + ( i - 204 ) * ( 255 - diffuseB ) / 82, 255 );
++ i;
}
} else {
while ( i < 256 ) {
palette[ j ++ ] = Math.min( i * diffuseR / 255, 255 );
palette[ j ++ ] = Math.min( i * diffuseG / 255, 255 );
palette[ j ++ ] = Math.min( i * diffuseB / 255, 255 );
++ i;
}
}
return palette;
}
function basicMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
var colorOffset = offset * 4;
var texture = textures[ material.map.id ];
if ( ! texture.data )
return;
var tdim = texture.width;
var isTransparent = material.transparent;
var tbound = tdim - 1;
var tdata = texture.data;
var tIndex = ( ( ( v * tdim ) & tbound ) * tdim + ( ( u * tdim ) & tbound ) ) * 4;
if ( ! isTransparent ) {
buffer[ colorOffset ] = tdata[ tIndex ];
buffer[ colorOffset + 1 ] = tdata[ tIndex + 1 ];
buffer[ colorOffset + 2 ] = tdata[ tIndex + 2 ];
buffer[ colorOffset + 3 ] = ( material.opacity << 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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