mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-12-02 02:14:56 +01:00
1113 lines
26 KiB
JavaScript
Executable File
1113 lines
26 KiB
JavaScript
Executable File
/**
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* @author mrdoob / http://mrdoob.com/
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* @author ryg / http://farbrausch.de/~fg
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* @author mraleph / http://mrale.ph/
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* @author daoshengmu / http://dsmu.me/
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*/
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THREE.SoftwareRenderer = function ( parameters ) {
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console.log( 'THREE.SoftwareRenderer', THREE.REVISION );
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parameters = parameters || {};
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var canvas = parameters.canvas !== undefined
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? parameters.canvas
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: document.createElement( 'canvas' );
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var context = canvas.getContext( '2d', {
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alpha: parameters.alpha === true
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} );
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var shaders = {};
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var textures = {};
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var canvasWidth, canvasHeight;
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var canvasWBlocks, canvasHBlocks;
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var viewportXScale, viewportYScale, viewportZScale;
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var viewportXOffs, viewportYOffs, viewportZOffs;
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var clearColor = new THREE.Color( 0x000000 );
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var imagedata, data, zbuffer;
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var numBlocks, blockMaxZ, blockFlags;
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var BLOCK_ISCLEAR = (1 << 0);
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var BLOCK_NEEDCLEAR = (1 << 1);
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var subpixelBits = 4;
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var subpixelBias = (1 << subpixelBits) - 1;
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var blockShift = 3;
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var blockSize = 1 << blockShift;
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var maxZVal = (1 << 24); // Note: You want to size this so you don't get overflows.
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var rectx1 = Infinity, recty1 = Infinity;
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var rectx2 = 0, recty2 = 0;
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var prevrectx1 = Infinity, prevrecty1 = Infinity;
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var prevrectx2 = 0, prevrecty2 = 0;
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var projector = new THREE.Projector();
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var vector1 = new THREE.Vector3();
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var vector2 = new THREE.Vector3();
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var vector3 = new THREE.Vector3();
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var texCoord1 = new THREE.Vector2();
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var texCoord2 = new THREE.Vector2();
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var texCoord3 = new THREE.Vector2();
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this.domElement = canvas;
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this.autoClear = true;
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// WebGLRenderer compatibility
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this.supportsVertexTextures = function () {};
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this.setFaceCulling = function () {};
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this.setClearColor = function ( color, alpha ) {
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clearColor.set( color );
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cleanColorBuffer();
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};
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this.setPixelRatio = function () {};
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this.setSize = function ( width, height ) {
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canvasWBlocks = Math.floor( width / blockSize );
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canvasHBlocks = Math.floor( height / blockSize );
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canvasWidth = canvasWBlocks * blockSize;
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canvasHeight = canvasHBlocks * blockSize;
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var fixScale = 1 << subpixelBits;
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viewportXScale = fixScale * canvasWidth / 2;
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viewportYScale = -fixScale * canvasHeight / 2;
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viewportZScale = maxZVal / 2;
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viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
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viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
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viewportZOffs = maxZVal / 2 + 0.5;
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canvas.width = canvasWidth;
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canvas.height = canvasHeight;
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context.fillStyle = clearColor.getStyle();
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context.fillRect( 0, 0, canvasWidth, canvasHeight );
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imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
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data = imagedata.data;
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zbuffer = new Int32Array( data.length / 4 );
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numBlocks = canvasWBlocks * canvasHBlocks;
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blockMaxZ = new Int32Array( numBlocks );
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blockFlags = new Uint8Array( numBlocks );
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for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
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zbuffer[ i ] = maxZVal;
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}
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for ( var i = 0; i < numBlocks; i ++ ) {
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blockFlags[ i ] = BLOCK_ISCLEAR;
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}
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cleanColorBuffer();
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};
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this.setSize( canvas.width, canvas.height );
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this.clear = function () {
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rectx1 = Infinity;
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recty1 = Infinity;
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rectx2 = 0;
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recty2 = 0;
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for ( var i = 0; i < numBlocks; i ++ ) {
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blockMaxZ[ i ] = maxZVal;
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blockFlags[ i ] = (blockFlags[ i ] & BLOCK_ISCLEAR) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR;
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}
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};
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this.render = function ( scene, camera ) {
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if ( this.autoClear === true ) this.clear();
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var renderData = projector.projectScene( scene, camera, false, false );
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var elements = renderData.elements;
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for ( var e = 0, el = elements.length; e < el; e ++ ) {
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var element = elements[ e ];
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var material = element.material;
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var shader = getMaterialShader( material );
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if ( element instanceof THREE.RenderableFace ) {
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if ( !element.uvs ) {
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drawTriangle(
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element.v1.positionScreen,
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element.v2.positionScreen,
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element.v3.positionScreen,
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null, null, null,
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shader, element, material
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);
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} else {
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drawTriangle(
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element.v1.positionScreen,
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element.v2.positionScreen,
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element.v3.positionScreen,
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element.uvs[0], element.uvs[1], element.uvs[2],
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shader, element, material
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);
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}
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} else if ( element instanceof THREE.RenderableSprite ) {
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var scaleX = element.scale.x * 0.5;
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var scaleY = element.scale.y * 0.5;
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vector1.copy( element );
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vector1.x -= scaleX;
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vector1.y += scaleY;
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vector2.copy( element );
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vector2.x -= scaleX;
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vector2.y -= scaleY;
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vector3.copy( element );
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vector3.x += scaleX;
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vector3.y += scaleY;
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if ( material.map ) {
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texCoord1.set( 0, 1 );
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texCoord2.set( 0, 0 );
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texCoord3.set( 1, 1 );
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drawTriangle(
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vector1, vector2, vector3,
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texCoord1, texCoord2, texCoord3,
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shader, element, material
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);
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} else {
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drawTriangle(
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vector1, vector2, vector3,
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null, null, null,
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shader, element, material
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);
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}
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vector1.copy( element );
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vector1.x += scaleX;
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vector1.y += scaleY;
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vector2.copy( element );
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vector2.x -= scaleX;
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vector2.y -= scaleY;
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vector3.copy( element );
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vector3.x += scaleX;
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vector3.y -= scaleY;
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if ( material.map ) {
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texCoord1.set( 1, 1 );
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texCoord2.set( 0, 0 );
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texCoord3.set( 1, 0 );
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drawTriangle(
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vector1, vector2, vector3,
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texCoord1, texCoord2, texCoord3,
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shader, element, material
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);
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} else {
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drawTriangle(
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vector1, vector2, vector3,
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null, null, null,
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shader, element, material
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);
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}
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}
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}
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finishClear();
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var x = Math.min( rectx1, prevrectx1 );
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var y = Math.min( recty1, prevrecty1 );
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var width = Math.max( rectx2, prevrectx2 ) - x;
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var height = Math.max( recty2, prevrecty2 ) - y;
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/*
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// debug; draw zbuffer
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for ( var i = 0, l = zbuffer.length; i < l; i++ ) {
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var o = i * 4;
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var v = (65535 - zbuffer[ i ]) >> 3;
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data[ o + 0 ] = v;
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data[ o + 1 ] = v;
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data[ o + 2 ] = v;
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data[ o + 3 ] = 255;
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}
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*/
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if ( x !== Infinity ) {
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context.putImageData( imagedata, 0, 0, x, y, width, height );
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}
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prevrectx1 = rectx1; prevrecty1 = recty1;
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prevrectx2 = rectx2; prevrecty2 = recty2;
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};
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function cleanColorBuffer() {
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var size = canvasWidth * canvasHeight * 4;
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for ( var i = 0; i < size; i+=4 ) {
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data[ i ] = clearColor.r * 255 | 0;
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data[ i + 1 ] = clearColor.g * 255 | 0;
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data[ i + 2 ] = clearColor.b * 255 | 0;
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data[ i + 3 ] = 255;
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}
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context.fillStyle = clearColor.getStyle();
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context.fillRect( 0, 0, canvasWidth, canvasHeight );
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}
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function getPalette( material, bSimulateSpecular ) {
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var i = 0, j = 0;
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var diffuseR = material.color.r * 255;
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var diffuseG = material.color.g * 255;
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var diffuseB = material.color.b * 255;
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var palette = new Uint8Array(256 * 3);
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if ( bSimulateSpecular ) {
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while (i < 204) {
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palette[j ++] = Math.min( i * diffuseR / 204, 255 );
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palette[j ++] = Math.min( i * diffuseG / 204, 255 );
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palette[j ++] = Math.min( i * diffuseB / 204, 255 );
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++ i;
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}
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while (i < 256) { // plus specular highlight
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palette[j ++] = Math.min( diffuseR + (i - 204) * (255 - diffuseR) / 82, 255 );
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palette[j ++] = Math.min( diffuseG + (i - 204) * (255 - diffuseG) / 82, 255 );
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palette[j ++] = Math.min( diffuseB + (i - 204) * (255 - diffuseB) / 82, 255 );
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++ i;
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}
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} else {
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while (i < 256) {
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palette[j ++] = Math.min( i * diffuseR / 255, 255 );
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palette[j ++] = Math.min( i * diffuseG / 255, 255 );
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palette[j ++] = Math.min( i * diffuseB / 255, 255 );
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++ i;
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}
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}
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return palette;
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}
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function basicMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
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var colorOffset = offset * 4;
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var texture = textures[ material.map.id ];
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if ( !texture.data )
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return;
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var tdim = texture.width;
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var isTransparent = material.transparent;
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var tbound = tdim - 1;
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var tdata = texture.data;
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var tIndex = (((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)) * 4;
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if ( !isTransparent ) {
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buffer[ colorOffset ] = tdata[tIndex];
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buffer[ colorOffset + 1 ] = tdata[tIndex + 1];
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buffer[ colorOffset + 2 ] = tdata[tIndex + 2];
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buffer[ colorOffset + 3 ] = material.opacity * 255;
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depthBuf[ offset ] = depth;
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}
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else {
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var opaci = tdata[tIndex + 3] * material.opacity;
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var texel = (tdata[tIndex] << 16) + (tdata[tIndex + 1] << 8) + tdata[tIndex + 2];
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if (opaci < 250) {
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var backColor = (buffer[colorOffset] << 16) + (buffer[colorOffset + 1] << 8) + buffer[colorOffset + 2];
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texel = texel * opaci + backColor * (1 - opaci);
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}
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buffer[ colorOffset ] = (texel & 0xff0000) >> 16;
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buffer[ colorOffset + 1 ] = (texel & 0xff00) >> 8;
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buffer[ colorOffset + 2 ] = texel & 0xff;
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buffer[ colorOffset + 3 ] = material.opacity * 255;
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}
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}
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function lightingMaterialShader( buffer, depthBuf, offset, depth, u, v, n, face, material ) {
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var colorOffset = offset * 4;
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var texture = textures[ material.map.id ];
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if ( !texture.data )
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return;
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var tdim = texture.width;
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var isTransparent = material.transparent;
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var cIndex = (n > 0 ? (~~n) : 0) * 3;
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var tbound = tdim - 1;
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var tdata = texture.data;
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var tIndex = (((v * tdim) & tbound) * tdim + ((u * tdim) & tbound)) * 4;
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if ( !isTransparent ) {
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buffer[ colorOffset ] = (material.palette[cIndex] * tdata[tIndex]) >> 8;
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buffer[ colorOffset + 1 ] = (material.palette[cIndex + 1] * tdata[tIndex + 1]) >> 8;
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buffer[ colorOffset + 2 ] = (material.palette[cIndex + 2] * tdata[tIndex + 2]) >> 8;
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buffer[ colorOffset + 3 ] = material.opacity * 255;
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depthBuf[ offset ] = depth;
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} else {
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var opaci = tdata[tIndex + 3] * material.opacity;
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var foreColor = ((material.palette[cIndex] * tdata[tIndex]) << 16)
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+ ((material.palette[cIndex + 1] * tdata[tIndex + 1]) << 8 )
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+ (material.palette[cIndex + 2] * tdata[tIndex + 2]);
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if (opaci < 250) {
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var backColor = buffer[ colorOffset ] << 24 + buffer[ colorOffset + 1 ] << 16 + buffer[ colorOffset + 2 ] << 8;
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foreColor = foreColor * opaci + backColor * (1 - opaci);
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}
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buffer[ colorOffset ] = (foreColor & 0xff0000) >> 16;
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buffer[ colorOffset + 1 ] = (foreColor & 0xff00) >> 8;
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buffer[ colorOffset + 2 ] = (foreColor & 0xff);
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buffer[ colorOffset + 3 ] = material.opacity * 255;
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}
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}
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function onMaterialUpdate ( event ) {
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var material = event.target;
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material.removeEventListener( 'update', onMaterialUpdate );
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delete shaders[ material.id ];
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}
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function getMaterialShader( material ) {
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var id = material.id;
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var shader = shaders[ id ];
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if ( shaders[ id ] === undefined ) {
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material.addEventListener( 'update', onMaterialUpdate );
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if ( material instanceof THREE.MeshBasicMaterial ||
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material instanceof THREE.MeshLambertMaterial ||
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material instanceof THREE.MeshPhongMaterial ||
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material instanceof THREE.SpriteMaterial ) {
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if ( material instanceof THREE.MeshLambertMaterial ) {
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// Generate color palette
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if ( !material.palette ) {
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material.palette = getPalette( material, false );
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}
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} else if ( material instanceof THREE.MeshPhongMaterial ) {
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// Generate color palette
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if ( !material.palette ) {
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material.palette = getPalette( material, true );
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}
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}
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var string;
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if ( material.map ) {
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var texture = new THREE.SoftwareRenderer.Texture();
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texture.fromImage( material.map.image );
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material.map.addEventListener( 'update', function ( event ) {
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texture.fromImage( event.target.image );
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} );
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textures[ material.map.id ] = texture;
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if ( material instanceof THREE.MeshBasicMaterial
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|| material instanceof THREE.SpriteMaterial ) {
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shader = basicMaterialShader;
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} else {
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shader = lightingMaterialShader;
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}
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} else {
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if ( material.vertexColors === THREE.FaceColors ) {
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string = [
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'var colorOffset = offset * 4;',
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'buffer[ colorOffset ] = face.color.r * 255;',
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'buffer[ colorOffset + 1 ] = face.color.g * 255;',
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'buffer[ colorOffset + 2 ] = face.color.b * 255;',
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'buffer[ colorOffset + 3 ] = material.opacity * 255;',
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'depthBuf[ offset ] = depth;'
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].join('\n');
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} else {
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string = [
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'var colorOffset = offset * 4;',
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'buffer[ colorOffset ] = material.color.r * 255;',
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'buffer[ colorOffset + 1 ] = material.color.g * 255;',
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'buffer[ colorOffset + 2 ] = material.color.b * 255;',
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'buffer[ colorOffset + 3 ] = material.opacity * 255;',
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'depthBuf[ offset ] = depth;'
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].join('\n');
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}
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shader = new Function( 'buffer, depthBuf, offset, depth, u, v, n, face, material', string );
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}
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} else {
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var string = [
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'var colorOffset = offset * 4;',
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'buffer[ colorOffset ] = u * 255;',
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'buffer[ colorOffset + 1 ] = v * 255;',
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'buffer[ colorOffset + 2 ] = 0;',
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'buffer[ colorOffset + 3 ] = 255;',
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'depthBuf[ offset ] = depth;'
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].join('\n');
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shader = new Function( 'buffer, depthBuf, offset, depth, u, v', string );
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}
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shaders[ id ] = shader;
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}
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return shader;
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}
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function clearRectangle( x1, y1, x2, y2 ) {
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var xmin = Math.max( Math.min( x1, x2 ), 0 );
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var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
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var ymin = Math.max( Math.min( y1, y2 ), 0 );
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var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
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var offset = ( xmin + ymin * canvasWidth ) * 4 + 3;
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var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
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for ( var y = ymin; y < ymax; y ++ ) {
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for ( var x = xmin; x < xmax; x ++ ) {
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data[ offset += 4 ] = 0;
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}
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offset += linestep;
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}
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}
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function drawTriangle( v1, v2, v3, uv1, uv2, uv3, shader, face, material ) {
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// TODO: Implement per-pixel z-clipping
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if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 || v3.z < -1 || v3.z > 1 ) return;
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// https://gist.github.com/2486101
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// explanation: http://pouet.net/topic.php?which=8760&page=1
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// 28.4 fixed-point coordinates
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var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
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var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
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var x3 = (v3.x * viewportXScale + viewportXOffs) | 0;
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var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
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var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
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var y3 = (v3.y * viewportYScale + viewportYOffs) | 0;
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// Z values (.28 fixed-point)
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var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
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var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
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var z3 = (v3.z * viewportZScale + viewportZOffs) | 0;
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// UV values
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var bHasUV = false;
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var tu1, tv1, tu2, tv2, tu3, tv3;
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if ( uv1 && uv2 && uv3 ) {
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bHasUV = true;
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tu1 = uv1.x;
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tv1 = 1 - uv1.y;
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tu2 = uv2.x;
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tv2 = 1 - uv2.y;
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tu3 = uv3.x;
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tv3 = 1 - uv3.y;
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}
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// Normal values
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var bHasNormal = false;
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var n1, n2, n3, nz1, nz2, nz3;
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if ( face.vertexNormalsModel ) {
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bHasNormal = true;
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n1 = face.vertexNormalsModel[0];
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n2 = face.vertexNormalsModel[1];
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n3 = face.vertexNormalsModel[2];
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nz1 = n1.z * 255;
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nz2 = n2.z * 255;
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nz3 = n3.z * 255;
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}
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// Deltas
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var dx12 = x1 - x2, dy12 = y2 - y1;
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var dx23 = x2 - x3, dy23 = y3 - y2;
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var dx31 = x3 - x1, dy31 = y1 - y3;
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// Bounding rectangle
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var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
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var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
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var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
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var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
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rectx1 = Math.min( minx, rectx1 );
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rectx2 = Math.max( maxx, rectx2 );
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recty1 = Math.min( miny, recty1 );
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recty2 = Math.max( maxy, recty2 );
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// Block size, standard 8x8 (must be power of two)
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var q = blockSize;
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// Start in corner of 8x8 block
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minx &= ~(q - 1);
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miny &= ~(q - 1);
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// Constant part of half-edge functions
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var minXfixscale = (minx << subpixelBits);
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var minYfixscale = (miny << subpixelBits);
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var c1 = dy12 * ((minXfixscale) - x1) + dx12 * ((minYfixscale) - y1);
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var c2 = dy23 * ((minXfixscale) - x2) + dx23 * ((minYfixscale) - y2);
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var c3 = dy31 * ((minXfixscale) - x3) + dx31 * ((minYfixscale) - y3);
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// Correct for fill convention
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if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
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if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
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if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
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// Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
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// It's a bit subtle. :)
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c1 = (c1 - 1) >> subpixelBits;
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c2 = (c2 - 1) >> subpixelBits;
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c3 = (c3 - 1) >> subpixelBits;
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// Z interpolation setup
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var dz12 = z1 - z2, dz31 = z3 - z1;
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var invDet = 1.0 / (dx12 * dy31 - dx31 * dy12);
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var dzdx = (invDet * (dz12 * dy31 - dz31 * dy12)); // dz per one subpixel step in x
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var dzdy = (invDet * (dz12 * dx31 - dx12 * dz31)); // dz per one subpixel step in y
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// Z at top/left corner of rast area
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var cz = ( z1 + ((minXfixscale) - x1) * dzdx + ((minYfixscale) - y1) * dzdy ) | 0;
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// Z pixel steps
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var fixscale = (1 << subpixelBits);
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dzdx = (dzdx * fixscale) | 0;
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dzdy = (dzdy * fixscale) | 0;
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var dtvdx, dtvdy, cbtu, cbtv;
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if ( bHasUV ) {
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// UV interpolation setup
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var dtu12 = tu1 - tu2, dtu31 = tu3 - tu1;
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var dtudx = (invDet * (dtu12 * dy31 - dtu31 * dy12)); // dtu per one subpixel step in x
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var dtudy = (invDet * (dtu12 * dx31 - dx12 * dtu31)); // dtu per one subpixel step in y
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var dtv12 = tv1 - tv2, dtv31 = tv3 - tv1;
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dtvdx = (invDet * (dtv12 * dy31 - dtv31 * dy12)); // dtv per one subpixel step in x
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dtvdy = (invDet * (dtv12 * dx31 - dx12 * dtv31)); // dtv per one subpixel step in y
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// UV at top/left corner of rast area
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cbtu = ( tu1 + (minXfixscale - x1) * dtudx + (minYfixscale - y1) * dtudy );
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cbtv = ( tv1 + (minXfixscale - x1) * dtvdx + (minYfixscale - y1) * dtvdy );
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// UV pixel steps
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dtudx = dtudx * fixscale;
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dtudy = dtudy * fixscale;
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dtvdx = dtvdx * fixscale;
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dtvdy = dtvdy * fixscale;
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}
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var dnxdx, dnzdy, cbnz;
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if ( bHasNormal ) {
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// Normal interpolation setup
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var dnz12 = nz1 - nz2, dnz31 = nz3 - nz1;
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var dnzdx = (invDet * (dnz12 * dy31 - dnz31 * dy12)); // dnz per one subpixel step in x
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var dnzdy = (invDet * (dnz12 * dx31 - dx12 * dnz31)); // dnz per one subpixel step in y
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// Normal at top/left corner of rast area
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cbnz = ( nz1 + (minXfixscale - x1) * dnzdx + (minYfixscale - y1) * dnzdy );
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// Normal pixel steps
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dnzdx = (dnzdx * fixscale);
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dnzdy = (dnzdy * fixscale);
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}
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// Set up min/max corners
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var qm1 = q - 1; // for convenience
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var nmin1 = 0, nmax1 = 0;
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var nmin2 = 0, nmax2 = 0;
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var nmin3 = 0, nmax3 = 0;
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var nminz = 0, nmaxz = 0;
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if (dx12 >= 0) nmax1 -= qm1 * dx12; else nmin1 -= qm1 * dx12;
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if (dy12 >= 0) nmax1 -= qm1 * dy12; else nmin1 -= qm1 * dy12;
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if (dx23 >= 0) nmax2 -= qm1 * dx23; else nmin2 -= qm1 * dx23;
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if (dy23 >= 0) nmax2 -= qm1 * dy23; else nmin2 -= qm1 * dy23;
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if (dx31 >= 0) nmax3 -= qm1 * dx31; else nmin3 -= qm1 * dx31;
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if (dy31 >= 0) nmax3 -= qm1 * dy31; else nmin3 -= qm1 * dy31;
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if (dzdx >= 0) nmaxz += qm1 * dzdx; else nminz += qm1 * dzdx;
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if (dzdy >= 0) nmaxz += qm1 * dzdy; else nminz += qm1 * dzdy;
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// Loop through blocks
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var linestep = canvasWidth - q;
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var scale = 1.0 / (c1 + c2 + c3);
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var cb1 = c1;
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var cb2 = c2;
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var cb3 = c3;
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var cbz = cz;
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var qstep = -q;
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var e1x = qstep * dy12;
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var e2x = qstep * dy23;
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var e3x = qstep * dy31;
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var ezx = qstep * dzdx;
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var etux, etvx;
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if ( bHasUV ) {
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etux = qstep * dtudx;
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etvx = qstep * dtvdx;
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}
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var enzx;
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if ( bHasNormal ) {
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enzx = qstep * dnzdx;
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}
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var x0 = minx;
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for ( var y0 = miny; y0 < maxy; y0 += q ) {
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// New block line - keep hunting for tri outer edge in old block line dir
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while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
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x0 += qstep;
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cb1 += e1x;
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cb2 += e2x;
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cb3 += e3x;
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cbz += ezx;
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if ( bHasUV ) {
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cbtu += etux;
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cbtv += etvx;
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}
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if ( bHasNormal ) {
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cbnz += enzx;
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}
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}
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// Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
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qstep = -qstep;
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e1x = -e1x;
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e2x = -e2x;
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e3x = -e3x;
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ezx = -ezx;
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if ( bHasUV ) {
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etux = -etux;
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etvx = -etvx;
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}
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if ( bHasNormal ) {
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enzx = -enzx;
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}
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while ( 1 ) {
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// Step everything
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x0 += qstep;
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cb1 += e1x;
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cb2 += e2x;
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cb3 += e3x;
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cbz += ezx;
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if ( bHasUV ) {
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cbtu += etux;
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cbtv += etvx;
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}
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if ( bHasNormal ) {
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cbnz += enzx;
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}
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// We're done with this block line when at least one edge completely out
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// If an edge function is too small and decreasing in the current traversal
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// dir, we're done with this line.
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if (x0 < minx || x0 >= maxx) break;
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if (cb1 < nmax1) if (e1x < 0) break; else continue;
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if (cb2 < nmax2) if (e2x < 0) break; else continue;
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if (cb3 < nmax3) if (e3x < 0) break; else continue;
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// We can skip this block if it's already fully covered
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var blockX = x0 >> blockShift;
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var blockY = y0 >> blockShift;
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var blockId = blockX + blockY * canvasWBlocks;
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var minz = cbz + nminz;
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// farthest point in block closer than closest point in our tri?
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if ( blockMaxZ[ blockId ] < minz ) continue;
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// Need to do a deferred clear?
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var bflags = blockFlags[ blockId ];
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if ( bflags & BLOCK_NEEDCLEAR) clearBlock( blockX, blockY );
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blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
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// Offset at top-left corner
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var offset = x0 + y0 * canvasWidth;
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// Accept whole block when fully covered
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if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
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var maxz = cbz + nmaxz;
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blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
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var cy1 = cb1;
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var cy2 = cb2;
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var cyz = cbz;
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var cytu, cytv;
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if ( bHasUV ) {
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cytu = cbtu;
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cytv = cbtv;
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}
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var cynz;
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if ( bHasNormal ) {
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cynz = cbnz;
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}
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for ( var iy = 0; iy < q; iy ++ ) {
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var cx1 = cy1;
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var cx2 = cy2;
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var cxz = cyz;
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var cxtu;
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var cxtv;
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if ( bHasUV ) {
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cxtu = cytu;
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cxtv = cytv;
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}
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var cxnz;
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if ( bHasNormal ) {
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cxnz = cynz;
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}
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for ( var ix = 0; ix < q; ix ++ ) {
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var z = cxz;
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if ( z < zbuffer[ offset ] ) {
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shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
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}
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cx1 += dy12;
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cx2 += dy23;
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cxz += dzdx;
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if ( bHasUV ) {
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cxtu += dtudx;
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cxtv += dtvdx;
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}
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if ( bHasNormal ) {
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cxnz += dnzdx;
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}
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offset ++;
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}
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cy1 += dx12;
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cy2 += dx23;
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cyz += dzdy;
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if ( bHasUV ) {
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cytu += dtudy;
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cytv += dtvdy;
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}
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if ( bHasNormal ) {
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cynz += dnzdy;
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}
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offset += linestep;
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}
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} else { // Partially covered block
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var cy1 = cb1;
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var cy2 = cb2;
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var cy3 = cb3;
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var cyz = cbz;
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var cytu, cytv;
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if ( bHasUV ) {
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cytu = cbtu;
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cytv = cbtv;
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}
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var cynz;
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if ( bHasNormal ) {
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cynz = cbnz;
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}
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for ( var iy = 0; iy < q; iy ++ ) {
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var cx1 = cy1;
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var cx2 = cy2;
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var cx3 = cy3;
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var cxz = cyz;
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var cxtu;
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var cxtv;
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if ( bHasUV ) {
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cxtu = cytu;
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cxtv = cytv;
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}
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var cxnz;
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if ( bHasNormal ) {
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cxnz = cynz;
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}
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for ( var ix = 0; ix < q; ix ++ ) {
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if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
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var z = cxz;
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if ( z < zbuffer[ offset ] ) {
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shader( data, zbuffer, offset, z, cxtu, cxtv, cxnz, face, material );
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}
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}
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cx1 += dy12;
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cx2 += dy23;
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cx3 += dy31;
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cxz += dzdx;
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if ( bHasUV ) {
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cxtu += dtudx;
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cxtv += dtvdx;
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}
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if ( bHasNormal ) {
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cxnz += dnzdx;
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}
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offset ++;
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}
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cy1 += dx12;
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cy2 += dx23;
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cy3 += dx31;
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cyz += dzdy;
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if ( bHasUV ) {
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cytu += dtudy;
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cytv += dtvdy;
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}
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if ( bHasNormal ) {
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cynz += dnzdy;
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}
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offset += linestep;
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}
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}
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}
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|
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// Advance to next row of blocks
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cb1 += q * dx12;
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cb2 += q * dx23;
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cb3 += q * dx31;
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cbz += q * dzdy;
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if ( bHasUV ) {
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cbtu += q * dtudy;
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cbtv += q * dtvdy;
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}
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if ( bHasNormal ) {
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cbnz += q * dnzdy;
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}
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}
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}
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function clearBlock( blockX, blockY ) {
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|
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var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
|
|
var poffset = zoffset * 4;
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var zlinestep = canvasWidth - blockSize;
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var plinestep = zlinestep * 4;
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for ( var y = 0; y < blockSize; y ++ ) {
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for ( var x = 0; x < blockSize; x ++ ) {
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zbuffer[ zoffset ++ ] = maxZVal;
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data[ poffset ++ ] = clearColor.r * 255 | 0;
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data[ poffset ++ ] = clearColor.g * 255 | 0;
|
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data[ poffset ++ ] = clearColor.b * 255 | 0;
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data[ poffset ++ ] = 255;
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}
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|
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zoffset += zlinestep;
|
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poffset += plinestep;
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}
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}
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|
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function finishClear( ) {
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|
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var block = 0;
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|
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for ( var y = 0; y < canvasHBlocks; y ++ ) {
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for ( var x = 0; x < canvasWBlocks; x ++ ) {
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|
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if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
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|
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clearBlock( x, y );
|
|
blockFlags[ block ] = BLOCK_ISCLEAR;
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|
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}
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|
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block ++;
|
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}
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}
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}
|
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|
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};
|
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|
|
THREE.SoftwareRenderer.Texture = function() {
|
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|
|
var canvas;
|
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|
|
this.fromImage = function( image ) {
|
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|
|
if ( !image || image.width <= 0 || image.height <= 0 )
|
|
return;
|
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|
|
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;
|
|
};
|
|
};
|