| |
| |
| |
| |
| |
| |
|
|
| THREE.SoftwareRenderer = function ( parameters ) { |
|
|
| console.log( 'THREE.SoftwareRenderer', THREE.REVISION ); |
|
|
| parameters = parameters || {}; |
|
|
| var canvas = parameters.canvas !== undefined |
| ? parameters.canvas |
| : document.createElement( 'canvas' ); |
|
|
| var context = canvas.getContext( '2d', { |
| alpha: parameters.alpha === true |
| } ); |
|
|
| var shaders = {}; |
| var textures = {}; |
|
|
| var canvasWidth, canvasHeight; |
| var canvasWBlocks, canvasHBlocks; |
| var viewportXScale, viewportYScale, viewportZScale; |
| var viewportXOffs, viewportYOffs, viewportZOffs; |
|
|
| var clearColor = new THREE.Color( 0x000000 ); |
| var clearAlpha = parameters.alpha === true ? 0 : 1; |
|
|
| var imagedata, data, zbuffer; |
| var numBlocks, blockMaxZ, blockFlags; |
|
|
| var BLOCK_ISCLEAR = ( 1 << 0 ); |
| var BLOCK_NEEDCLEAR = ( 1 << 1 ); |
|
|
| var subpixelBits = 4; |
| var subpixelBias = ( 1 << subpixelBits ) - 1; |
| var blockShift = 3; |
| var blockSize = 1 << blockShift; |
| var maxZVal = ( 1 << 24 ); |
| var lineMode = false; |
| var lookVector = new THREE.Vector3( 0, 0, 1 ); |
| var crossVector = new THREE.Vector3(); |
|
|
| var rectx1 = Infinity, recty1 = Infinity; |
| var rectx2 = 0, recty2 = 0; |
|
|
| var prevrectx1 = Infinity, prevrecty1 = Infinity; |
| var prevrectx2 = 0, prevrecty2 = 0; |
|
|
| var projector = new THREE.Projector(); |
|
|
| var spriteV1 = new THREE.Vector4(); |
| var spriteV2 = new THREE.Vector4(); |
| var spriteV3 = new THREE.Vector4(); |
|
|
| var spriteUV1 = new THREE.Vector2(); |
| var spriteUV2 = new THREE.Vector2(); |
| var spriteUV3 = new THREE.Vector2(); |
|
|
| var mpVPool = []; |
| var mpVPoolCount = 0; |
| var mpNPool = []; |
| var mpNPoolCount = 0; |
| var mpUVPool = []; |
| var mpUVPoolCount = 0; |
|
|
| var _this = this; |
|
|
| this.domElement = canvas; |
|
|
| this.autoClear = true; |
|
|
| this.setClearColor = function ( color, alpha ) { |
|
|
| clearColor.set( color ); |
| clearAlpha = alpha; |
| clearColorBuffer( clearColor ); |
|
|
| }; |
|
|
| this.setPixelRatio = function () {}; |
|
|
| this.setSize = function ( width, height ) { |
|
|
| canvasWBlocks = Math.floor( width / blockSize ); |
| canvasHBlocks = Math.floor( height / blockSize ); |
| canvasWidth = canvasWBlocks * blockSize; |
| canvasHeight = canvasHBlocks * blockSize; |
|
|
| var fixScale = 1 << subpixelBits; |
|
|
| viewportXScale = fixScale * canvasWidth / 2; |
| viewportYScale = - fixScale * canvasHeight / 2; |
| viewportZScale = maxZVal / 2; |
|
|
| viewportXOffs = fixScale * canvasWidth / 2 + 0.5; |
| viewportYOffs = fixScale * canvasHeight / 2 + 0.5; |
| viewportZOffs = maxZVal / 2 + 0.5; |
|
|
| canvas.width = canvasWidth; |
| canvas.height = canvasHeight; |
|
|
| imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight ); |
| data = imagedata.data; |
|
|
| zbuffer = new Int32Array( data.length / 4 ); |
|
|
| numBlocks = canvasWBlocks * canvasHBlocks; |
| blockMaxZ = new Int32Array( numBlocks ); |
| blockFlags = new Uint8Array( numBlocks ); |
|
|
| for ( var i = 0, l = zbuffer.length; i < l; i ++ ) { |
|
|
| zbuffer[ i ] = maxZVal; |
|
|
| } |
|
|
| for ( var i = 0; i < numBlocks; i ++ ) { |
|
|
| blockFlags[ i ] = BLOCK_ISCLEAR; |
|
|
| } |
|
|
| clearColorBuffer( clearColor ); |
|
|
| }; |
|
|
| this.clear = function () { |
|
|
| rectx1 = Infinity; |
| recty1 = Infinity; |
| rectx2 = 0; |
| recty2 = 0; |
| mpVPoolCount = 0; |
| mpNPoolCount = 0; |
| mpUVPoolCount = 0; |
|
|
| for ( var i = 0; i < numBlocks; i ++ ) { |
|
|
| blockMaxZ[ i ] = maxZVal; |
| blockFlags[ i ] = ( blockFlags[ i ] & BLOCK_ISCLEAR ) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR; |
|
|
| } |
|
|
| }; |
|
|
|
|
| this.render = function ( scene, camera ) { |
|
|
| |
| 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; |
|
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
|
|
| if ( x !== Infinity ) { |
|
|
| context.putImageData( imagedata, 0, 0, x, y, width, height ); |
|
|
| } |
|
|
| prevrectx1 = rectx1; prevrecty1 = recty1; |
| prevrectx2 = rectx2; prevrecty2 = recty2; |
|
|
| }; |
|
|
| function getAlpha() { |
|
|
| return parameters.alpha === true ? clearAlpha : 1; |
|
|
| } |
|
|
| function clearColorBuffer( color ) { |
|
|
| var size = canvasWidth * canvasHeight * 4; |
|
|
| for ( var i = 0; i < size; i += 4 ) { |
|
|
| data[ i ] = color.r * 255 | 0; |
| data[ i + 1 ] = color.g * 255 | 0; |
| data[ i + 2 ] = color.b * 255 | 0; |
| data[ i + 3 ] = getAlpha() * 255 | 0; |
|
|
| } |
|
|
| context.fillStyle = 'rgba(' + ( ( clearColor.r * 255 ) | 0 ) + ',' + ( ( clearColor.g * 255 ) | 0 ) + ',' + ( ( clearColor.b * 255 ) | 0 ) + ',' + getAlpha() + ')'; |
| context.fillRect( 0, 0, canvasWidth, canvasHeight ); |
|
|
| } |
|
|
| function getPalette( material, bSimulateSpecular ) { |
|
|
| var i = 0, j = 0; |
| var diffuseR = material.color.r * 255; |
| var diffuseG = material.color.g * 255; |
| var diffuseB = material.color.b * 255; |
| var palette = new Uint8Array( 256 * 3 ); |
|
|
| if ( bSimulateSpecular ) { |
|
|
| while ( i < 204 ) { |
|
|
| palette[ j ++ ] = Math.min( i * diffuseR / 204, 255 ); |
| palette[ j ++ ] = Math.min( i * diffuseG / 204, 255 ); |
| palette[ j ++ ] = Math.min( i * diffuseB / 204, 255 ); |
| ++ i; |
|
|
| } |
|
|
| while ( i < 256 ) { |
|
|
| |
| 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 ) 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 ) depthBuf[ offset ] = depth; |
|
|
| } |
|
|
| } |
|
|
| function getMaterialShader( material ) { |
|
|
| var id = material.id; |
| var shader = shaders[ id ]; |
|
|
| if ( shader && material.map && ! textures[ material.map.id ] ) delete shaders[ id ]; |
|
|
| if ( shaders[ id ] === undefined || material.needsUpdate === true ) { |
|
|
| if ( material instanceof THREE.MeshBasicMaterial || |
| material instanceof THREE.MeshLambertMaterial || |
| material instanceof THREE.MeshPhongMaterial || |
| material instanceof THREE.SpriteMaterial ) { |
|
|
| if ( material instanceof THREE.MeshLambertMaterial ) { |
|
|
| |
| if ( ! material.palette ) { |
|
|
| material.palette = getPalette( material, false ); |
|
|
| } |
|
|
| } else if ( material instanceof THREE.MeshPhongMaterial ) { |
|
|
| |
| if ( ! material.palette ) { |
|
|
| material.palette = getPalette( material, true ); |
|
|
| } |
|
|
| } |
|
|
| var string; |
|
|
| if ( material.map ) { |
|
|
| var texture = new THREE.SoftwareRenderer.Texture(); |
| texture.fromImage( material.map.image ); |
|
|
| if ( ! texture.data ) return; |
|
|
| textures[ material.map.id ] = texture; |
|
|
| if ( material instanceof THREE.MeshBasicMaterial |
| || material instanceof THREE.SpriteMaterial ) { |
|
|
| shader = basicMaterialShader; |
|
|
| } else { |
|
|
| shader = lightingMaterialShader; |
|
|
| } |
|
|
|
|
| } else { |
|
|
| if ( material.vertexColors === THREE.FaceColors || material.vertexColors === THREE.VertexColors ) { |
|
|
| string = [ |
| 'var colorOffset = offset * 4;', |
| 'buffer[ colorOffset ] = face.color.r * 255;', |
| 'buffer[ colorOffset + 1 ] = face.color.g * 255;', |
| 'buffer[ colorOffset + 2 ] = face.color.b * 255;', |
| 'buffer[ colorOffset + 3 ] = material.opacity * 255;', |
| 'depthBuf[ offset ] = depth;' |
| ].join( '\n' ); |
|
|
| } else { |
|
|
| string = [ |
| 'var colorOffset = offset * 4;', |
| 'buffer[ colorOffset ] = material.color.r * 255;', |
| 'buffer[ colorOffset + 1 ] = material.color.g * 255;', |
| 'buffer[ colorOffset + 2 ] = material.color.b * 255;', |
| 'buffer[ colorOffset + 3 ] = material.opacity * 255;', |
| 'depthBuf[ offset ] = depth;' |
| ].join( '\n' ); |
|
|
| } |
|
|
| shader = new Function( 'buffer, depthBuf, offset, depth, u, v, n, face, material', string ); |
|
|
| } |
|
|
| } else if ( material instanceof THREE.LineBasicMaterial ) { |
|
|
| var string = [ |
| 'var colorOffset = offset * 4;', |
| 'buffer[ colorOffset ] = material.color.r * (color1.r+color2.r) * 0.5 * 255;', |
| 'buffer[ colorOffset + 1 ] = material.color.g * (color1.g+color2.g) * 0.5 * 255;', |
| 'buffer[ colorOffset + 2 ] = material.color.b * (color1.b+color2.b) * 0.5 * 255;', |
| 'buffer[ colorOffset + 3 ] = 255;', |
| 'depthBuf[ offset ] = depth;' |
| ].join( '\n' ); |
|
|
| shader = new Function( 'buffer, depthBuf, offset, depth, color1, color2, material', string ); |
|
|
| } else { |
|
|
| var string = [ |
| 'var colorOffset = offset * 4;', |
| 'buffer[ colorOffset ] = u * 255;', |
| 'buffer[ colorOffset + 1 ] = v * 255;', |
| 'buffer[ colorOffset + 2 ] = 0;', |
| 'buffer[ colorOffset + 3 ] = 255;', |
| 'depthBuf[ offset ] = depth;' |
| ].join( '\n' ); |
|
|
| shader = new Function( 'buffer, depthBuf, offset, depth, u, v, n, face, material', string ); |
|
|
| } |
|
|
| shaders[ id ] = shader; |
|
|
| material.needsUpdate = false; |
|
|
| } |
|
|
| return shader; |
|
|
| } |
|
|
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
| |
|
|
| function drawTriangle( v1, v2, v3, uv1, uv2, uv3, shader, face, material ) { |
|
|
| |
|
|
| if ( v1.z < - 1 || v1.z > 1 || v2.z < - 1 || v2.z > 1 || v3.z < - 1 || v3.z > 1 ) return; |
|
|
| |
| |
|
|
| var fixscale = ( 1 << subpixelBits ); |
|
|
| |
|
|
| 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 ) ) { |
|
|
| |
| |
| |
| |
| |
| |
| |
| |
| 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(); |
|
|
| } |
|
|
| |
| 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 ); |
|
|
| |
| 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 ); |
|
|
| |
| if ( bHasNormal ) { |
|
|
| tempFace.vertexNormalsModel[ 0 ] = mpN12; |
| tempFace.vertexNormalsModel[ 1 ] = mpN23; |
| tempFace.vertexNormalsModel[ 2 ] = mpN31; |
|
|
| } |
|
|
| drawTriangle( mpV12, mpV23, mpV31, mpUV12, mpUV23, mpUV31, shader, tempFace, material ); |
|
|
| |
| 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; |
|
|
| } |
|
|
| |
|
|
| var z1 = ( v1.z * viewportZScale + viewportZOffs ) | 0; |
| var z2 = ( v2.z * viewportZScale + viewportZOffs ) | 0; |
| var z3 = ( v3.z * viewportZScale + viewportZOffs ) | 0; |
|
|
| |
| 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; |
|
|
| } |
|
|
| |
| 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; |
|
|
| } |
|
|
| |
|
|
| var dx12 = x1 - x2, dy12 = y2 - y1; |
| var dx23 = x2 - x3, dy23 = y3 - y2; |
| var dx31 = x3 - x1, dy31 = y1 - y3; |
|
|
| |
|
|
| 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 ); |
|
|
| |
|
|
| var q = blockSize; |
|
|
| |
|
|
| minx &= ~ ( q - 1 ); |
| miny &= ~ ( q - 1 ); |
|
|
| |
|
|
| 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 ); |
|
|
| |
|
|
| if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++; |
| if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++; |
| if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++; |
|
|
| |
| |
| c1 = ( c1 - 1 ) >> subpixelBits; |
| c2 = ( c2 - 1 ) >> subpixelBits; |
| c3 = ( c3 - 1 ) >> subpixelBits; |
|
|
| |
|
|
| var dz12 = z1 - z2, dz31 = z3 - z1; |
| var invDet = 1.0 / ( dx12 * dy31 - dx31 * dy12 ); |
| var dzdx = ( invDet * ( dz12 * dy31 - dz31 * dy12 ) ); |
| var dzdy = ( invDet * ( dz12 * dx31 - dx12 * dz31 ) ); |
|
|
| |
|
|
| var cz = ( z1 + ( ( minXfixscale ) - x1 ) * dzdx + ( ( minYfixscale ) - y1 ) * dzdy ) | 0; |
|
|
| |
|
|
| dzdx = ( dzdx * fixscale ) | 0; |
| dzdy = ( dzdy * fixscale ) | 0; |
|
|
| var dtvdx, dtvdy, cbtu, cbtv; |
| if ( bHasUV ) { |
|
|
| |
| var dtu12 = tu1 - tu2, dtu31 = tu3 - tu1; |
| var dtudx = ( invDet * ( dtu12 * dy31 - dtu31 * dy12 ) ); |
| var dtudy = ( invDet * ( dtu12 * dx31 - dx12 * dtu31 ) ); |
| var dtv12 = tv1 - tv2, dtv31 = tv3 - tv1; |
| dtvdx = ( invDet * ( dtv12 * dy31 - dtv31 * dy12 ) ); |
| dtvdy = ( invDet * ( dtv12 * dx31 - dx12 * dtv31 ) ); |
|
|
| |
| cbtu = ( tu1 + ( minXfixscale - x1 ) * dtudx + ( minYfixscale - y1 ) * dtudy ); |
| cbtv = ( tv1 + ( minXfixscale - x1 ) * dtvdx + ( minYfixscale - y1 ) * dtvdy ); |
|
|
| |
| dtudx = dtudx * fixscale; |
| dtudy = dtudy * fixscale; |
| dtvdx = dtvdx * fixscale; |
| dtvdy = dtvdy * fixscale; |
|
|
| } |
|
|
| var dnzdy, cbnz; |
|
|
| if ( bHasNormal ) { |
|
|
| |
| var dnz12 = nz1 - nz2, dnz31 = nz3 - nz1; |
| var dnzdx = ( invDet * ( dnz12 * dy31 - dnz31 * dy12 ) ); |
| var dnzdy = ( invDet * ( dnz12 * dx31 - dx12 * dnz31 ) ); |
|
|
| |
| cbnz = ( nz1 + ( minXfixscale - x1 ) * dnzdx + ( minYfixscale - y1 ) * dnzdy ); |
|
|
| |
| dnzdx = ( dnzdx * fixscale ); |
| dnzdy = ( dnzdy * fixscale ); |
|
|
| } |
|
|
| |
| var qm1 = q - 1; |
| 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; |
|
|
| |
| 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 ) { |
|
|
| |
| 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; |
|
|
| } |
|
|
| } |
|
|
| |
| qstep = - qstep; |
| e1x = - e1x; |
| e2x = - e2x; |
| e3x = - e3x; |
| ezx = - ezx; |
|
|
| if ( bHasUV ) { |
|
|
| etux = - etux; |
| etvx = - etvx; |
|
|
| } |
|
|
| if ( bHasNormal ) { |
|
|
| enzx = - enzx; |
|
|
| } |
|
|
| while ( 1 ) { |
|
|
| |
| x0 += qstep; |
| cb1 += e1x; |
| cb2 += e2x; |
| cb3 += e3x; |
| cbz += ezx; |
|
|
| if ( bHasUV ) { |
|
|
| cbtu += etux; |
| cbtv += etvx; |
|
|
| } |
|
|
| if ( bHasNormal ) { |
|
|
| cbnz += enzx; |
|
|
| } |
|
|
| |
| |
| |
| 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; |
|
|
| |
| var blockX = x0 >> blockShift; |
| var blockY = y0 >> blockShift; |
| var blockId = blockX + blockY * canvasWBlocks; |
| var minz = cbz + nminz; |
|
|
| |
| if ( blockMaxZ[ blockId ] < minz ) continue; |
|
|
| |
| var bflags = blockFlags[ blockId ]; |
| if ( bflags & BLOCK_NEEDCLEAR ) clearBlock( blockX, blockY ); |
| blockFlags[ blockId ] = bflags & ~ ( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR ); |
|
|
| |
| var offset = x0 + y0 * canvasWidth; |
|
|
| |
| 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 { |
|
|
| |
|
|
| 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; |
|
|
| } |
|
|
| } |
|
|
| } |
|
|
| |
| 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; |
|
|
| } |
|
|
| } |
|
|
| } |
|
|
| |
| |
| |
| function drawLine( v1, v2, color1, color2, shader, material ) { |
|
|
| |
| if ( ! lineMode ) { |
|
|
| lineMode = true; |
| blockShift = 0; |
| blockSize = 1 << blockShift; |
|
|
| _this.setSize( canvas.width, canvas.height ); |
|
|
| } |
|
|
| |
| if ( v1.z < - 1 || v1.z > 1 || v2.z < - 1 || v2.z > 1 ) return; |
|
|
| var halfLineWidth = Math.floor( ( material.linewidth - 1 ) * 0.5 ); |
|
|
| |
| |
|
|
| |
| 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; |
|
|
| |
| var dx12 = x1 - x2, dy12 = y1 - y2, dz12 = z1 - z2; |
|
|
| |
| 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 ); |
|
|
| |
| 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 ) { |
|
|
| |
| pixelX = x2 + length * unitX; |
| pixelY = y2 + length * unitY; |
| pixelZ = z2 + length * unitZ; |
|
|
| pixelX = ( pixelX + subpixelBias ) >> subpixelBits; |
| pixelY = ( pixelY + subpixelBias ) >> subpixelBits; |
| pZ = ( pixelZ + subpixelBias ) >> subpixelBits; |
|
|
| |
| for ( var i = - halfLineWidth; i <= halfLineWidth; ++ i ) { |
|
|
| |
| |
| pX = Math.floor( ( pixelX + crossVector.x * i ) ); |
| pY = Math.floor( ( pixelY + crossVector.y * i ) ); |
|
|
| |
| if ( rectx1 >= pX || rectx2 <= pX || recty1 >= pY || recty2 <= pY ) |
| continue; |
|
|
| |
| var blockX = pX >> blockShift; |
| var blockY = pY >> blockShift; |
| var blockId = blockX + blockY * canvasWBlocks; |
|
|
| |
| 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 ); |
|
|
| |
| var offset = pX + pY * canvasWidth; |
|
|
| if ( pZ < zbuffer[ offset ] ) { |
|
|
| shader( data, zbuffer, offset, pZ, color1, color2, material ); |
|
|
| } |
|
|
| } |
|
|
| -- length; |
|
|
| } |
|
|
| } |
|
|
| function clearBlock( blockX, blockY ) { |
|
|
| var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth; |
| var poffset = zoffset * 4; |
|
|
| var zlinestep = canvasWidth - blockSize; |
| var plinestep = zlinestep * 4; |
|
|
| for ( var y = 0; y < blockSize; y ++ ) { |
|
|
| for ( var x = 0; x < blockSize; x ++ ) { |
|
|
| zbuffer[ zoffset ++ ] = maxZVal; |
|
|
| data[ poffset ++ ] = clearColor.r * 255 | 0; |
| data[ poffset ++ ] = clearColor.g * 255 | 0; |
| data[ poffset ++ ] = clearColor.b * 255 | 0; |
| data[ poffset ++ ] = getAlpha() * 255 | 0; |
|
|
| } |
|
|
| zoffset += zlinestep; |
| poffset += plinestep; |
|
|
| } |
|
|
| } |
|
|
| function finishClear( ) { |
|
|
| var block = 0; |
|
|
| for ( var y = 0; y < canvasHBlocks; y ++ ) { |
|
|
| for ( var x = 0; x < canvasWBlocks; x ++ ) { |
|
|
| if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) { |
|
|
| clearBlock( x, y ); |
| blockFlags[ block ] = BLOCK_ISCLEAR; |
|
|
| } |
|
|
| block ++; |
|
|
| } |
|
|
| } |
|
|
| } |
|
|
| }; |
|
|
| THREE.SoftwareRenderer.Texture = function () { |
|
|
| var canvas; |
|
|
| this.fromImage = function ( image ) { |
|
|
| if ( ! image || image.width <= 0 || image.height <= 0 ) |
| return; |
|
|
| if ( canvas === undefined ) { |
|
|
| canvas = document.createElement( 'canvas' ); |
|
|
| } |
|
|
| var size = image.width > image.height ? image.width : image.height; |
| size = THREE.Math.ceilPowerOfTwo( size ); |
|
|
| if ( canvas.width != size || canvas.height != size ) { |
|
|
| canvas.width = size; |
| canvas.height = size; |
|
|
| } |
|
|
| var ctx = canvas.getContext( '2d' ); |
| ctx.clearRect( 0, 0, size, size ); |
| ctx.drawImage( image, 0, 0, size, size ); |
|
|
| var imgData = ctx.getImageData( 0, 0, size, size ); |
|
|
| this.data = imgData.data; |
| this.width = size; |
| this.height = size; |
| this.srcUrl = image.src; |
|
|
| }; |
|
|
| }; |
|
|