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/** | |
* @author mrdoob / http://mrdoob.com/ | |
* @author ryg / http://farbrausch.de/~fg | |
* @author mraleph / http://mrale.ph/ | |
* @author daoshengmu / http://dsmu.me/ | |
*/ | |
THREE.SoftwareRenderer = function ( parameters ) { | |
console.log( 'THREE.SoftwareRenderer', THREE.REVISION ); | |
parameters = parameters || {}; | |
var canvas = parameters.canvas !== undefined | |
? parameters.canvas | |
: document.createElement( 'canvas' ); | |
var context = canvas.getContext( '2d', { | |
alpha: parameters.alpha === true | |
} ); | |
var 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 ); // 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; | |
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 ) { | |
// TODO: Check why autoClear can't be false. | |
this.clear(); | |
var background = scene.background; | |
if ( background && background.isColor ) { | |
clearColorBuffer( background ); | |
} | |
var renderData = projector.projectScene( scene, camera, false, false ); | |
var elements = renderData.elements; | |
for ( var e = 0, el = elements.length; e < el; e ++ ) { | |
var element = elements[ e ]; | |
var material = element.material; | |
var shader = getMaterialShader( material ); | |
if ( ! shader ) continue; | |
if ( element instanceof THREE.RenderableFace ) { | |
if ( ! element.uvs ) { | |
drawTriangle( | |
element.v1.positionScreen, | |
element.v2.positionScreen, | |
element.v3.positionScreen, | |
null, null, null, | |
shader, element, material | |
); | |
} else { | |
drawTriangle( | |
element.v1.positionScreen, | |
element.v2.positionScreen, | |
element.v3.positionScreen, | |
element.uvs[ 0 ], element.uvs[ 1 ], element.uvs[ 2 ], | |
shader, element, material | |
); | |
} | |
} else if ( element instanceof THREE.RenderableSprite ) { | |
var scaleX = element.scale.x * 0.5; | |
var scaleY = element.scale.y * 0.5; | |
spriteV1.copy( element ); | |
spriteV1.x -= scaleX; | |
spriteV1.y += scaleY; | |
spriteV2.copy( element ); | |
spriteV2.x -= scaleX; | |
spriteV2.y -= scaleY; | |
spriteV3.copy( element ); | |
spriteV3.x += scaleX; | |
spriteV3.y += scaleY; | |
if ( material.map ) { | |
spriteUV1.set( 0, 1 ); | |
spriteUV2.set( 0, 0 ); | |
spriteUV3.set( 1, 1 ); | |
drawTriangle( | |
spriteV1, spriteV2, spriteV3, | |
spriteUV1, spriteUV2, spriteUV3, | |
shader, element, material | |
); | |
} else { | |
drawTriangle( | |
spriteV1, spriteV2, spriteV3, | |
null, null, null, | |
shader, element, material | |
); | |
} | |
spriteV1.copy( element ); | |
spriteV1.x += scaleX; | |
spriteV1.y += scaleY; | |
spriteV2.copy( element ); | |
spriteV2.x -= scaleX; | |
spriteV2.y -= scaleY; | |
spriteV3.copy( element ); | |
spriteV3.x += scaleX; | |
spriteV3.y -= scaleY; | |
if ( material.map ) { | |
spriteUV1.set( 1, 1 ); | |
spriteUV2.set( 0, 0 ); | |
spriteUV3.set( 1, 0 ); | |
drawTriangle( | |
spriteV1, spriteV2, spriteV3, | |
spriteUV1, spriteUV2, spriteUV3, | |
shader, element, material | |
); | |
} else { | |
drawTriangle( | |
spriteV1, spriteV2, spriteV3, | |
null, null, null, | |
shader, element, material | |
); | |
} | |
} else if ( element instanceof THREE.RenderableLine ) { | |
var shader = getMaterialShader( material ); | |
drawLine( | |
element.v1.positionScreen, | |
element.v2.positionScreen, | |
element.vertexColors[ 0 ], | |
element.vertexColors[ 1 ], | |
shader, | |
material | |
); | |
} | |
} | |
finishClear(); | |
var x = Math.min( rectx1, prevrectx1 ); | |
var y = Math.min( recty1, prevrecty1 ); | |
var width = Math.max( rectx2, prevrectx2 ) - x; | |
var height = Math.max( recty2, prevrecty2 ) - y; | |
/* | |
// debug; draw zbuffer | |
for ( var i = 0, l = zbuffer.length; i < l; i++ ) { | |
var o = i * 4; | |
var v = (65535 - zbuffer[ i ]) >> 3; | |
data[ o + 0 ] = v; | |
data[ o + 1 ] = v; | |
data[ o + 2 ] = v; | |
data[ o + 3 ] = 255; | |
} | |
*/ | |
if ( x !== Infinity ) { | |
context.putImageData( imagedata, 0, 0, x, y, width, height ); | |
} | |
prevrectx1 = rectx1; prevrecty1 = recty1; | |
prevrectx2 = rectx2; prevrecty2 = recty2; | |
}; | |
function 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 ) { | |
// 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; | |
// Only opaue pixls write to the depth buffer | |
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; | |
// Only opaue pixls write to the depth buffer | |
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 ) { | |
// 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 || 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 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 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; | |
_this.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 ++ ] = 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; | |
}; | |
}; | |