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体验新版 GitCode,发现更多精彩内容 >>
提交
e1df58c6
编写于
1月 31, 2016
作者:
D
Daosheng Mu
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Optimize software drawTriangle, fix bug of sprite drawing and transparent texture support.
上级
77a3f6dc
变更
1
隐藏空白更改
内联
并排
Showing
1 changed file
with
180 addition
and
110 deletion
+180
-110
examples/js/renderers/SoftwareRenderer.js
examples/js/renderers/SoftwareRenderer.js
+180
-110
未找到文件。
examples/js/renderers/SoftwareRenderer.js
浏览文件 @
e1df58c6
...
...
@@ -52,13 +52,20 @@ THREE.SoftwareRenderer = function ( parameters ) {
var
projector
=
new
THREE
.
Projector
();
var
vector1
=
new
THREE
.
Vector3
();
var
vector2
=
new
THREE
.
Vector3
();
var
vector3
=
new
THREE
.
Vector3
();
var
spriteV1
=
new
THREE
.
Vector4
();
var
spriteV2
=
new
THREE
.
Vector4
();
var
spriteV3
=
new
THREE
.
Vector4
();
var
texCoord1
=
new
THREE
.
Vector2
();
var
texCoord2
=
new
THREE
.
Vector2
();
var
texCoord3
=
new
THREE
.
Vector2
();
var
spriteUV1
=
new
THREE
.
Vector2
();
var
spriteUV2
=
new
THREE
.
Vector2
();
var
spriteUV3
=
new
THREE
.
Vector2
();
var
mpVPool
=
[];
var
mpVPoolCount
=
0
;
var
mpNPool
=
[];
var
mpNPoolCount
=
0
;
var
mpUVPool
=
[];
var
mpUVPoolCount
=
0
;
this
.
domElement
=
canvas
;
...
...
@@ -134,6 +141,9 @@ THREE.SoftwareRenderer = function ( parameters ) {
recty1
=
Infinity
;
rectx2
=
0
;
recty2
=
0
;
mpVPoolCount
=
0
;
mpNPoolCount
=
0
;
mpUVPoolCount
=
0
;
for
(
var
i
=
0
;
i
<
numBlocks
;
i
++
)
{
...
...
@@ -190,68 +200,68 @@ THREE.SoftwareRenderer = function ( parameters ) {
var
scaleX
=
element
.
scale
.
x
*
0.5
;
var
scaleY
=
element
.
scale
.
y
*
0.5
;
vector
1
.
copy
(
element
);
vector
1
.
x
-=
scaleX
;
vector
1
.
y
+=
scaleY
;
spriteV
1
.
copy
(
element
);
spriteV
1
.
x
-=
scaleX
;
spriteV
1
.
y
+=
scaleY
;
vector
2
.
copy
(
element
);
vector
2
.
x
-=
scaleX
;
vector
2
.
y
-=
scaleY
;
spriteV
2
.
copy
(
element
);
spriteV
2
.
x
-=
scaleX
;
spriteV
2
.
y
-=
scaleY
;
vector
3
.
copy
(
element
);
vector
3
.
x
+=
scaleX
;
vector
3
.
y
+=
scaleY
;
spriteV
3
.
copy
(
element
);
spriteV
3
.
x
+=
scaleX
;
spriteV
3
.
y
+=
scaleY
;
if
(
material
.
map
)
{
texCoord
1
.
set
(
0
,
1
);
texCoord
2
.
set
(
0
,
0
);
texCoord
3
.
set
(
1
,
1
);
spriteUV
1
.
set
(
0
,
1
);
spriteUV
2
.
set
(
0
,
0
);
spriteUV
3
.
set
(
1
,
1
);
drawTriangle
(
vector1
,
vector2
,
vector
3
,
texCoord1
,
texCoord2
,
texCoord
3
,
spriteV1
,
spriteV2
,
spriteV
3
,
spriteUV1
,
spriteUV2
,
spriteUV
3
,
shader
,
element
,
material
);
}
else
{
drawTriangle
(
vector1
,
vector2
,
vector
3
,
spriteV1
,
spriteV2
,
spriteV
3
,
null
,
null
,
null
,
shader
,
element
,
material
);
}
vector
1
.
copy
(
element
);
vector
1
.
x
+=
scaleX
;
vector
1
.
y
+=
scaleY
;
spriteV
1
.
copy
(
element
);
spriteV
1
.
x
+=
scaleX
;
spriteV
1
.
y
+=
scaleY
;
vector
2
.
copy
(
element
);
vector
2
.
x
-=
scaleX
;
vector
2
.
y
-=
scaleY
;
spriteV
2
.
copy
(
element
);
spriteV
2
.
x
-=
scaleX
;
spriteV
2
.
y
-=
scaleY
;
vector
3
.
copy
(
element
);
vector
3
.
x
+=
scaleX
;
vector
3
.
y
-=
scaleY
;
spriteV
3
.
copy
(
element
);
spriteV
3
.
x
+=
scaleX
;
spriteV
3
.
y
-=
scaleY
;
if
(
material
.
map
)
{
texCoord
1
.
set
(
1
,
1
);
texCoord
2
.
set
(
0
,
0
);
texCoord
3
.
set
(
1
,
0
);
spriteUV
1
.
set
(
1
,
1
);
spriteUV
2
.
set
(
0
,
0
);
spriteUV
3
.
set
(
1
,
0
);
drawTriangle
(
vector1
,
vector2
,
vector
3
,
texCoord1
,
texCoord2
,
texCoord
3
,
spriteV1
,
spriteV2
,
spriteV
3
,
spriteUV1
,
spriteUV2
,
spriteUV
3
,
shader
,
element
,
material
);
}
else
{
drawTriangle
(
vector1
,
vector2
,
vector
3
,
spriteV1
,
spriteV2
,
spriteV
3
,
null
,
null
,
null
,
shader
,
element
,
material
);
...
...
@@ -437,25 +447,26 @@ THREE.SoftwareRenderer = function ( parameters ) {
buffer
[
colorOffset
]
=
tdata
[
tIndex
];
buffer
[
colorOffset
+
1
]
=
tdata
[
tIndex
+
1
];
buffer
[
colorOffset
+
2
]
=
tdata
[
tIndex
+
2
];
buffer
[
colorOffset
+
3
]
=
material
.
opacity
*
255
;
buffer
[
colorOffset
+
3
]
=
(
material
.
opacity
<<
8
)
-
1
;
depthBuf
[
offset
]
=
depth
;
}
else
{
var
opaci
=
tdata
[
tIndex
+
3
]
*
material
.
opacity
;
var
texel
=
(
tdata
[
tIndex
]
<<
16
)
+
(
tdata
[
tIndex
+
1
]
<<
8
)
+
tdata
[
tIndex
+
2
];
if
(
opaci
<
250
)
{
var
backColor
=
(
buffer
[
colorOffset
]
<<
16
)
+
(
buffer
[
colorOffset
+
1
]
<<
8
)
+
buffer
[
colorOffset
+
2
];
texel
=
texel
*
opaci
+
backColor
*
(
1
-
opaci
);
}
buffer
[
colorOffset
]
=
(
texel
&
0xff0000
)
>>
16
;
buffer
[
colorOffset
+
1
]
=
(
texel
&
0xff00
)
>>
8
;
buffer
[
colorOffset
+
2
]
=
texel
&
0xff
;
buffer
[
colorOffset
+
3
]
=
material
.
opacity
*
255
;
var
srcR
=
tdata
[
tIndex
];
var
srcG
=
tdata
[
tIndex
+
1
];
var
srcB
=
tdata
[
tIndex
+
2
];
var
opaci
=
tdata
[
tIndex
+
3
]
*
material
.
opacity
/
255
;
var
destR
=
buffer
[
colorOffset
];
var
destG
=
buffer
[
colorOffset
+
1
];
var
destB
=
buffer
[
colorOffset
+
2
];
buffer
[
colorOffset
]
=
(
srcR
*
opaci
+
destR
*
(
1
-
opaci
)
);
buffer
[
colorOffset
+
1
]
=
(
srcG
*
opaci
+
destG
*
(
1
-
opaci
)
);
buffer
[
colorOffset
+
2
]
=
(
srcB
*
opaci
+
destB
*
(
1
-
opaci
)
);
buffer
[
colorOffset
+
3
]
=
(
material
.
opacity
<<
8
)
-
1
;
if
(
buffer
[
colorOffset
+
3
]
==
255
)
// Only opaue pixls write to the depth buffer
depthBuf
[
offset
]
=
depth
;
}
}
...
...
@@ -481,28 +492,26 @@ THREE.SoftwareRenderer = function ( parameters ) {
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
*
255
;
buffer
[
colorOffset
+
3
]
=
(
material
.
opacity
<<
8
)
-
1
;
depthBuf
[
offset
]
=
depth
;
}
else
{
var
opaci
=
tdata
[
tIndex
+
3
]
*
material
.
opacity
;
var
foreColor
=
(
(
material
.
palette
[
cIndex
]
*
tdata
[
tIndex
]
)
<<
16
)
+
(
(
material
.
palette
[
cIndex
+
1
]
*
tdata
[
tIndex
+
1
]
)
<<
8
)
+
(
material
.
palette
[
cIndex
+
2
]
*
tdata
[
tIndex
+
2
]
);
if
(
opaci
<
250
)
{
var
backColor
=
buffer
[
colorOffset
]
<<
24
+
buffer
[
colorOffset
+
1
]
<<
16
+
buffer
[
colorOffset
+
2
]
<<
8
;
foreColor
=
foreColor
*
opaci
+
backColor
*
(
1
-
opaci
);
}
buffer
[
colorOffset
]
=
(
foreColor
&
0xff0000
)
>>
16
;
buffer
[
colorOffset
+
1
]
=
(
foreColor
&
0xff00
)
>>
8
;
buffer
[
colorOffset
+
2
]
=
(
foreColor
&
0xff
);
buffer
[
colorOffset
+
3
]
=
material
.
opacity
*
255
;
var
foreColorR
=
material
.
palette
[
cIndex
]
*
tdata
[
tIndex
];
var
foreColorG
=
material
.
palette
[
cIndex
+
1
]
*
tdata
[
tIndex
+
1
];
var
foreColorB
=
material
.
palette
[
cIndex
+
2
]
*
tdata
[
tIndex
+
2
];
var
opaci
=
tdata
[
tIndex
+
3
]
*
material
.
opacity
/
256
;
var
destR
=
buffer
[
colorOffset
];
var
destG
=
buffer
[
colorOffset
+
1
];
var
destB
=
buffer
[
colorOffset
+
2
];
buffer
[
colorOffset
]
=
foreColorR
*
opaci
+
destR
*
(
1
-
opaci
);
buffer
[
colorOffset
+
1
]
=
foreColorG
*
opaci
+
destG
*
(
1
-
opaci
);
buffer
[
colorOffset
+
2
]
=
foreColorB
*
opaci
+
destB
*
(
1
-
opaci
);
buffer
[
colorOffset
+
3
]
=
(
material
.
opacity
<<
8
)
-
1
;
if
(
buffer
[
colorOffset
+
3
]
==
255
)
// Only opaue pixls write to the depth buffer
depthBuf
[
offset
]
=
depth
;
}
}
...
...
@@ -688,13 +697,16 @@ THREE.SoftwareRenderer = function ( parameters ) {
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
(
longestSide
>
100
*
fixscale
)
{
if
(
!
(
face
instanceof
THREE
.
RenderableSprite
)
&&
(
longestSide
>
100
*
fixscale
)
)
{
// 1
// |\
...
...
@@ -704,32 +716,90 @@ THREE.SoftwareRenderer = function ( parameters ) {
// |b\|d\
// |__\__\
// 2 3
var
mpV12
=
new
THREE
.
Vector4
(),
mpV23
=
new
THREE
.
Vector4
(),
mpV31
=
new
THREE
.
Vector4
(),
mpN12
=
new
THREE
.
Vector3
(),
mpN23
=
new
THREE
.
Vector3
(),
mpN31
=
new
THREE
.
Vector3
(),
mpUV12
=
new
THREE
.
Vector2
(),
mpUV23
=
new
THREE
.
Vector2
(),
mpUV31
=
new
THREE
.
Vector2
(),
tempFace
=
{
vertexNormalsModel
:
[]
,
color
:
{
r
:
face
.
color
.
r
,
g
:
face
.
color
.
b
,
b
:
face
.
color
.
b
}
};
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
tempFace
=
{
vertexNormalsModel
:
[],
color
:
face
.
color
};
var
mpUV12
,
mpUV23
,
mpUV31
;
if
(
bHasUV
)
{
if
(
mpUVPoolCount
===
mpUVPool
.
length
)
{
mpUV12
=
new
THREE
.
Vector2
();
mpUVPool
.
push
(
mpUV12
);
++
mpUVPoolCount
;
mpUV23
=
new
THREE
.
Vector2
();
mpUVPool
.
push
(
mpUV23
);
++
mpUVPoolCount
;
mpUV31
=
new
THREE
.
Vector2
();
mpUVPool
.
push
(
mpUV31
);
++
mpUVPoolCount
;
}
else
{
mpUV12
=
mpUVPool
[
mpUVPoolCount
];
++
mpUVPoolCount
;
mpUV23
=
mpUVPool
[
mpUVPoolCount
];
++
mpUVPoolCount
;
mpUV31
=
mpUVPool
[
mpUVPoolCount
];
++
mpUVPoolCount
;
}
var
weight
;
weight
=
(
1
+
v2
.
z
)
*
(
v2
.
w
/
v1
.
w
)
/
(
1
+
v1
.
z
);
mpUV12
.
copy
(
uv1
).
multiplyScalar
(
weight
).
add
(
uv2
).
multiplyScalar
(
1
/
(
weight
+
1
)
);
weight
=
(
1
+
v3
.
z
)
*
(
v3
.
w
/
v2
.
w
)
/
(
1
+
v2
.
z
);
mpUV23
.
copy
(
uv2
).
multiplyScalar
(
weight
).
add
(
uv3
).
multiplyScalar
(
1
/
(
weight
+
1
)
);
weight
=
(
1
+
v1
.
z
)
*
(
v1
.
w
/
v3
.
w
)
/
(
1
+
v3
.
z
);
mpUV31
.
copy
(
uv3
).
multiplyScalar
(
weight
).
add
(
uv1
).
multiplyScalar
(
1
/
(
weight
+
1
)
);
}
var
mpV12
,
mpV23
,
mpV31
;
if
(
mpVPoolCount
===
mpVPool
.
length
)
{
mpV12
=
new
THREE
.
Vector4
();
mpVPool
.
push
(
mpV12
);
++
mpVPoolCount
;
mpV23
=
new
THREE
.
Vector4
();
mpVPool
.
push
(
mpV23
);
++
mpVPoolCount
;
mpV31
=
new
THREE
.
Vector4
();
mpVPool
.
push
(
mpV31
);
++
mpVPoolCount
;
}
else
{
mpV12
=
mpVPool
[
mpVPoolCount
];
++
mpVPoolCount
;
mpV23
=
mpVPool
[
mpVPoolCount
];
++
mpVPoolCount
;
mpV31
=
mpVPool
[
mpVPoolCount
];
++
mpVPoolCount
;
}
mpV12
.
copy
(
v1
).
add
(
v2
).
multiplyScalar
(
0.5
);
mpV23
.
copy
(
v2
).
add
(
v3
).
multiplyScalar
(
0.5
);
mpV31
.
copy
(
v3
).
add
(
v1
).
multiplyScalar
(
0.5
);
var
mpN12
,
mpN23
,
mpN31
;
if
(
bHasNormal
)
{
if
(
mpNPoolCount
===
mpNPool
.
length
)
{
mpN12
=
new
THREE
.
Vector3
();
mpNPool
.
push
(
mpN12
);
++
mpNPoolCount
;
mpN23
=
new
THREE
.
Vector3
();
mpNPool
.
push
(
mpN23
);
++
mpNPoolCount
;
mpN31
=
new
THREE
.
Vector3
();
mpNPool
.
push
(
mpN31
);
++
mpNPoolCount
;
}
else
{
mpN12
=
mpNPool
[
mpNPoolCount
];
++
mpNPoolCount
;
mpN23
=
mpNPool
[
mpNPoolCount
];
++
mpNPoolCount
;
mpN31
=
mpNPool
[
mpNPoolCount
];
++
mpNPoolCount
;
}
mpN12
.
copy
(
face
.
vertexNormalsModel
[
0
]
).
add
(
face
.
vertexNormalsModel
[
1
]
).
normalize
();
mpN23
.
copy
(
face
.
vertexNormalsModel
[
1
]
).
add
(
face
.
vertexNormalsModel
[
2
]
).
normalize
();
mpN31
.
copy
(
face
.
vertexNormalsModel
[
2
]
).
add
(
face
.
vertexNormalsModel
[
0
]
).
normalize
();
...
...
@@ -1298,20 +1368,20 @@ THREE.SoftwareRenderer = function ( parameters ) {
// 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
);
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
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
y1
=
(
v1
.
y
*
viewportYScale
+
viewportYOffs
)
|
0
;
var
y2
=
(
v2
.
y
*
viewportYScale
+
viewportYOffs
)
|
0
;
var
z1
=
(
v1
.
z
*
viewportZScale
+
viewportZOffs
)
|
0
;
var
z2
=
(
v2
.
z
*
viewportZScale
+
viewportZOffs
)
|
0
;
var
z1
=
(
v1
.
z
*
viewportZScale
+
viewportZOffs
)
|
0
;
var
z2
=
(
v2
.
z
*
viewportZScale
+
viewportZOffs
)
|
0
;
// Deltas
var
dx12
=
x1
-
x2
,
dy12
=
y1
-
y2
,
dz12
=
z1
-
z2
;
...
...
@@ -1322,7 +1392,7 @@ THREE.SoftwareRenderer = function ( parameters ) {
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
.
min
(
(
Math
.
max
(
z1
,
z2
)
+
subpixelBias
)
>>
subpixelBits
,
0
)
;
var
maxz
=
(
Math
.
max
(
z1
,
z2
)
+
subpixelBias
)
>>
subpixelBits
;
rectx1
=
Math
.
min
(
minx
,
rectx1
);
rectx2
=
Math
.
max
(
maxx
,
rectx2
);
...
...
@@ -1330,10 +1400,10 @@ THREE.SoftwareRenderer = function ( parameters ) {
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
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
);
...
...
@@ -1343,21 +1413,21 @@ THREE.SoftwareRenderer = function ( parameters ) {
while
(
length
>
0
)
{
// Get this pixel.
pixelX
=
(
x2
+
length
*
unitX
)
;
pixelY
=
(
y2
+
length
*
unitY
)
;
pixelZ
=
(
z2
+
length
*
unitZ
)
;
pixelX
=
x2
+
length
*
unitX
;
pixelY
=
y2
+
length
*
unitY
;
pixelZ
=
z2
+
length
*
unitZ
;
pixelX
=
(
pixelX
+
subpixelBias
)
>>
subpixelBits
;
pixelY
=
(
pixelY
+
subpixelBias
)
>>
subpixelBits
;
pZ
=
(
pixelZ
+
subpixelBias
)
>>
subpixelBits
;
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
)
);
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
...
...
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