mirror of
https://github.com/wahyd4/three.js.git
synced 2026-08-27 22:05:58 +10:00
Came up with a crazy approach to get Vertex Colors. Gouraud yet on step closer.
Changed the DepthMaterial to use this approach instead.
This commit is contained in:
@@ -23,6 +23,9 @@ THREE.CanvasRenderer = function () {
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_v1x, _v1y, _v2x, _v2y, _v3x, _v3y,
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_v4x, _v4y, _v5x, _v5y, _v6x, _v6y,
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_color1, _color2, _color3, _color4,
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_2near, _farPlusNear, _farMinusNear,
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_bitmap, _bitmapWidth, _bitmapHeight,
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_clipRect = new THREE.Rectangle(),
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@@ -38,18 +41,27 @@ THREE.CanvasRenderer = function () {
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_vector3 = new THREE.Vector3(), // Needed for PointLight
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_uv1 = new THREE.UV(), _uv2 = new THREE.UV(), _uv3 = new THREE.UV(), _uv4 = new THREE.UV(),
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_depthMap = document.createElement( 'canvas' ),
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_depthMapContext = _depthMap.getContext( '2d' ),
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_depthMapGradient = _depthMapContext.createLinearGradient( 0, 0, 255, 0);
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_pixelMap, _pixelMapContext, _pixelMapImage, _pixelMapData,
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_gradientMap, _gradientMapContext, _gradientMapQuality = 32;
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_depthMap.width = 255;
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_depthMap.height = 4;
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_pixelMap = document.createElement( 'canvas' );
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_pixelMap.width = _pixelMap.height = 2;
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_depthMapGradient.addColorStop( 0, "white" );
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_depthMapGradient.addColorStop( 1, "black" );
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_pixelMapContext = _pixelMap.getContext( '2d' );
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_pixelMapContext.fillStyle = 'rgba(0,0,0,1)';
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_pixelMapContext.fillRect( 0, 0, 2, 2 );
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_depthMapContext.fillStyle = _depthMapGradient;
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_depthMapContext.fillRect( 0, 0, 255, 4 );
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_pixelMapImage = _pixelMapContext.getImageData( 0, 0, 2, 2 );
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_pixelMapData = _pixelMapImage.data;
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_gradientMap = document.createElement( 'canvas' );
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_gradientMap.width = _gradientMap.height = _gradientMapQuality;
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_gradientMapContext = _gradientMap.getContext( '2d' );
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_gradientMapContext.translate( - _gradientMapQuality / 2, - _gradientMapQuality / 2 );
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_gradientMapContext.scale( _gradientMapQuality, _gradientMapQuality );
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_gradientMapQuality --; // Fix UVs
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this.domElement = _canvas;
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this.autoClear = true;
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@@ -293,26 +305,6 @@ THREE.CanvasRenderer = function () {
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};
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function setBlending( blending ) {
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switch( blending ) {
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case 0: // THREE.NormalBlending
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_context.globalCompositeOperation = "source-over";
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break;
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case 1: // THREE.AdditiveBlending
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_context.globalCompositeOperation = "lighter";
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break;
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case 2: // THREE.SubtractiveBlending
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_context.globalCompositeOperation = "darker";
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break;
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}
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_contextGlobalCompositeOperation = blending;
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}
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function calculateAmbientLight( scene, color ) {
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var l, ll, light, lightColor,
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@@ -627,13 +619,20 @@ THREE.CanvasRenderer = function () {
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_color.setRGBA( _w, _w, _w, 1 );
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*/
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_bitmap = _depthMap;
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_2near = material.__2near;
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_farPlusNear = material.__farPlusNear;
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_farMinusNear = material.__farMinusNear;
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_uv1.u = ( material.__2near / (material.__farPlusNear - v1.positionScreen.z * material.__farMinusNear ) ) * 255;
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_uv2.u = ( material.__2near / (material.__farPlusNear - v2.positionScreen.z * material.__farMinusNear ) ) * 255;
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_uv3.u = ( material.__2near / (material.__farPlusNear - v3.positionScreen.z * material.__farMinusNear ) ) * 255;
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_color1 = ~~ ( ( 1 - ( _2near / ( _farPlusNear - v1.positionScreen.z * _farMinusNear ) ) ) * 255 );
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_color2 = ~~ ( ( 1 - ( _2near / ( _farPlusNear - v2.positionScreen.z * _farMinusNear ) ) ) * 255 );
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_color3 = ~~ ( ( 1 - ( _2near / ( _farPlusNear - v3.positionScreen.z * _farMinusNear ) ) ) * 255 );
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// _color4 = ~~ ( ( _color2 + _color3 ) * 0.5 );
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_uv1.v = 0; _uv2.v = 1; _uv3.v = 2;
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_bitmap = getGradientTexture( [ _color1, _color1, _color1 ], [ _color2, _color2, _color2 ], [ _color3, _color3, _color3 ], [ _color3, _color3, _color3 ] );
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_uv1.u = 0; _uv1.v = 0;
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_uv2.u = _gradientMapQuality; _uv2.v = 0;
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_uv3.u = 0; _uv3.v = _gradientMapQuality;
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drawTexturedTriangle( _bitmap, _v1x, _v1y, _v2x, _v2y, _v3x, _v3y, _uv1.u, _uv1.v, _uv2.u, _uv2.v, _uv3.u, _uv3.v );
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@@ -723,14 +722,21 @@ THREE.CanvasRenderer = function () {
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_color.setRGBA( _w, _w, _w, 1 );
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*/
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_bitmap = _depthMap;
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_2near = material.__2near;
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_farPlusNear = material.__farPlusNear;
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_farMinusNear = material.__farMinusNear;
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_uv1.u = ( material.__2near / (material.__farPlusNear - v1.positionScreen.z * material.__farMinusNear ) ) * 255;
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_uv2.u = ( material.__2near / (material.__farPlusNear - v2.positionScreen.z * material.__farMinusNear ) ) * 255;
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_uv3.u = ( material.__2near / (material.__farPlusNear - v3.positionScreen.z * material.__farMinusNear ) ) * 255;
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_uv4.u = ( material.__2near / (material.__farPlusNear - v4.positionScreen.z * material.__farMinusNear ) ) * 255;
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_color1 = ~~ ( ( 1 - ( _2near / ( _farPlusNear - v1.positionScreen.z * _farMinusNear ) ) ) * 255 );
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_color2 = ~~ ( ( 1 - ( _2near / ( _farPlusNear - v2.positionScreen.z * _farMinusNear ) ) ) * 255 );
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_color3 = ~~ ( ( 1 - ( _2near / ( _farPlusNear - v3.positionScreen.z * _farMinusNear ) ) ) * 255 );
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_color4 = ~~ ( ( 1 - ( _2near / ( _farPlusNear - v4.positionScreen.z * _farMinusNear ) ) ) * 255 );
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_uv1.v = 0; _uv2.v = 1; _uv3.v = 2; _uv4.v = 3;
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_bitmap = getGradientTexture( [ _color1, _color1, _color1 ], [ _color2, _color2, _color2 ], [ _color4, _color4, _color4 ], [ _color3, _color3, _color3 ] );
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_uv1.u = 0; _uv1.v = 0;
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_uv2.u = _gradientMapQuality; _uv2.v = 0;
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_uv3.u = _gradientMapQuality; _uv3.v = _gradientMapQuality;
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_uv4.u = 0; _uv4.v = _gradientMapQuality;
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drawTexturedTriangle( _bitmap, _v1x, _v1y, _v2x, _v2y, _v4x, _v4y, _uv1.u, _uv1.v, _uv2.u, _uv2.v, _uv4.u, _uv4.v );
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drawTexturedTriangle( _bitmap, _v5x, _v5y, _v3x, _v3y, _v6x, _v6y, _uv2.u, _uv2.v, _uv3.u, _uv3.v, _uv4.u, _uv4.v );
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@@ -860,6 +866,51 @@ THREE.CanvasRenderer = function () {
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}
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function setBlending( blending ) {
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switch( blending ) {
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case 0: // THREE.NormalBlending
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_context.globalCompositeOperation = "source-over";
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break;
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case 1: // THREE.AdditiveBlending
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_context.globalCompositeOperation = "lighter";
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break;
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case 2: // THREE.SubtractiveBlending
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_context.globalCompositeOperation = "darker";
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break;
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}
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_contextGlobalCompositeOperation = blending;
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}
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function getGradientTexture( c1, c2, c3, c4 ) {
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_pixelMapData[ 0 ] = c1[ 0 ];
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_pixelMapData[ 1 ] = c1[ 1 ];
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_pixelMapData[ 2 ] = c1[ 2 ];
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_pixelMapData[ 4 ] = c2[ 0 ];
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_pixelMapData[ 5 ] = c2[ 1 ];
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_pixelMapData[ 6 ] = c2[ 2 ];
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_pixelMapData[ 8 ] = c3[ 0 ];
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_pixelMapData[ 9 ] = c3[ 1 ];
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_pixelMapData[ 10 ] = c3[ 2 ];
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_pixelMapData[ 12 ] = c4[ 0 ];
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_pixelMapData[ 13 ] = c4[ 1 ];
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_pixelMapData[ 14 ] = c4[ 2 ];
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_pixelMapContext.putImageData( _pixelMapImage, 0, 0 );
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_gradientMapContext.drawImage( _pixelMap, 0, 0 );
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return _gradientMap;
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}
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function normalToComponent( normal ) {
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// https://gist.github.com/665829
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