From 4c0f1663725c2c6a64984d6b05052bfcdca086b4 Mon Sep 17 00:00:00 2001 From: Mugen87 Date: Mon, 20 May 2019 13:54:36 +0200 Subject: [PATCH] JSM: Added module and TS file for SoftwareRenderer. --- .../en/introduction/Import-via-modules.html | 1 + examples/jsm/renderers/SoftwareRenderer.d.ts | 17 + examples/jsm/renderers/SoftwareRenderer.js | 1578 +++++++++++++++++ utils/modularize.js | 1 + 4 files changed, 1597 insertions(+) create mode 100644 examples/jsm/renderers/SoftwareRenderer.d.ts create mode 100644 examples/jsm/renderers/SoftwareRenderer.js diff --git a/docs/manual/en/introduction/Import-via-modules.html b/docs/manual/en/introduction/Import-via-modules.html index d2d4f4f358..af416c82f9 100644 --- a/docs/manual/en/introduction/Import-via-modules.html +++ b/docs/manual/en/introduction/Import-via-modules.html @@ -136,6 +136,7 @@
  • CSS2DRenderer
  • CSS3DRenderer
  • Projector
  • +
  • SoftwareRenderer
  • SVGRenderer
  • diff --git a/examples/jsm/renderers/SoftwareRenderer.d.ts b/examples/jsm/renderers/SoftwareRenderer.d.ts new file mode 100644 index 0000000000..36f9dbb18c --- /dev/null +++ b/examples/jsm/renderers/SoftwareRenderer.d.ts @@ -0,0 +1,17 @@ +import { + Color, + Scene, + Camera +} from '../../../src/Three'; + +export class SoftwareRenderer { + constructor(); + domElement: HTMLElement; + autoClear: boolean; + + setClearColor(color: Color, alpha: number): void; + setPixelRatio(): void; + setSize(width: number, height: number): void; + clear(): void; + render(scene: Scene, camera: Camera): void; +} diff --git a/examples/jsm/renderers/SoftwareRenderer.js b/examples/jsm/renderers/SoftwareRenderer.js new file mode 100644 index 0000000000..f463019cf4 --- /dev/null +++ b/examples/jsm/renderers/SoftwareRenderer.js @@ -0,0 +1,1578 @@ +/** + * @author mrdoob / http://mrdoob.com/ + * @author ryg / http://farbrausch.de/~fg + * @author mraleph / http://mrale.ph/ + * @author daoshengmu / http://dsmu.me/ + */ + +import { + Color, + FaceColors, + LineBasicMaterial, + Math as _Math, + MeshBasicMaterial, + MeshLambertMaterial, + MeshPhongMaterial, + REVISION, + SpriteMaterial, + Vector2, + Vector3, + Vector4, + VertexColors +} from "../../../build/three.module.js"; +import { Projector } from "../renderers/Projector.js"; +import { RenderableFace } from "../renderers/Projector.js"; +import { RenderableLine } from "../renderers/Projector.js"; +import { RenderableSprite } from "../renderers/Projector.js"; + +var SoftwareRenderer = function ( parameters ) { + + console.log( 'THREE.SoftwareRenderer', 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 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 Vector3( 0, 0, 1 ); + var crossVector = new Vector3(); + + var rectx1 = Infinity, recty1 = Infinity; + var rectx2 = 0, recty2 = 0; + + var prevrectx1 = Infinity, prevrecty1 = Infinity; + var prevrectx2 = 0, prevrecty2 = 0; + + var projector = new Projector(); + + var spriteV1 = new Vector4(); + var spriteV2 = new Vector4(); + var spriteV3 = new Vector4(); + + var spriteUV1 = new Vector2(); + var spriteUV2 = new Vector2(); + var spriteUV3 = new 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 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 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 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 MeshBasicMaterial || + material instanceof MeshLambertMaterial || + material instanceof MeshPhongMaterial || + material instanceof SpriteMaterial ) { + + if ( material instanceof MeshLambertMaterial ) { + + // Generate color palette + if ( ! material.palette ) { + + material.palette = getPalette( material, false ); + + } + + } else if ( material instanceof MeshPhongMaterial ) { + + // Generate color palette + if ( ! material.palette ) { + + material.palette = getPalette( material, true ); + + } + + } + + var string; + + if ( material.map ) { + + var texture = new SoftwareRenderer.Texture(); + texture.fromImage( material.map.image ); + + if ( ! texture.data ) return; + + textures[ material.map.id ] = texture; + + if ( material instanceof MeshBasicMaterial + || material instanceof SpriteMaterial ) { + + shader = basicMaterialShader; + + } else { + + shader = lightingMaterialShader; + + } + + + } else { + + if ( material.vertexColors === FaceColors || material.vertexColors === 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 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 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 Vector2(); + mpUVPool.push( mpUV12 ); + ++ mpUVPoolCount; + + mpUV23 = new Vector2(); + mpUVPool.push( mpUV23 ); + ++ mpUVPoolCount; + + mpUV31 = new 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 Vector4(); + mpVPool.push( mpV12 ); + ++ mpVPoolCount; + + mpV23 = new Vector4(); + mpVPool.push( mpV23 ); + ++ mpVPoolCount; + + mpV31 = new 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 Vector3(); + mpNPool.push( mpN12 ); + ++ mpNPoolCount; + + mpN23 = new Vector3(); + mpNPool.push( mpN23 ); + ++ mpNPoolCount; + + mpN31 = new 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 ++; + + } + + } + + } + +}; + +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 = _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; + + }; + +}; + +export { SoftwareRenderer }; diff --git a/utils/modularize.js b/utils/modularize.js index cf760c2678..e16add6e9d 100644 --- a/utils/modularize.js +++ b/utils/modularize.js @@ -53,6 +53,7 @@ var files = [ { path: 'renderers/CSS2DRenderer.js', dependencies: [], ignoreList: [] }, { path: 'renderers/CSS3DRenderer.js', dependencies: [], ignoreList: [] }, { path: 'renderers/Projector.js', dependencies: [], ignoreList: [] }, + { path: 'renderers/SoftwareRenderer.js', dependencies: [ { name: 'Projector', path: 'renderers/Projector.js' }, { name: 'RenderableFace', path: 'renderers/Projector.js' }, { name: 'RenderableLine', path: 'renderers/Projector.js' }, { name: 'RenderableSprite', path: 'renderers/Projector.js' } ], ignoreList: [] }, { path: 'renderers/SVGRenderer.js', dependencies: [ { name: 'Projector', path: 'renderers/Projector.js' }, { name: 'RenderableFace', path: 'renderers/Projector.js' }, { name: 'RenderableLine', path: 'renderers/Projector.js' }, { name: 'RenderableSprite', path: 'renderers/Projector.js' } ], ignoreList: [] }, { path: 'utils/BufferGeometryUtils.js', dependencies: [], ignoreList: [] }, -- GitLab