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+ TextureUVMappingMaterial > BitmapUVMappingMaterial
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+ Expand UVs (this should fix the glitches)
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mrdoob committed Jun 7, 2010
1 parent c2916db commit 55e4bde
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Showing 7 changed files with 68 additions and 44 deletions.
6 changes: 3 additions & 3 deletions README.md
Expand Up @@ -93,11 +93,11 @@ If you are interested on messing with the actual library, instead of importing t
<script type="text/javascript" src="js/three/objects/Mesh.js"></script>
<script type="text/javascript" src="js/three/objects/Particle.js"></script>
<script type="text/javascript" src="js/three/objects/Line.js"></script>
<script type="text/javascript" src="js/three/materials/BitmapUVMappingMaterial.js"></script>
<script type="text/javascript" src="js/three/materials/ColorFillMaterial.js"></script>
<script type="text/javascript" src="js/three/materials/ColorStrokeMaterial.js"></script>
<script type="text/javascript" src="js/three/materials/FaceColorFillMaterial.js"></script>
<script type="text/javascript" src="js/three/materials/FaceColorStrokeMaterial.js"></script>
<script type="text/javascript" src="js/three/materials/TextureUVMappingMaterial.js"></script>
<script type="text/javascript" src="js/three/scenes/Scene.js"></script>
<script type="text/javascript" src="js/three/renderers/Renderer.js"></script>
<script type="text/javascript" src="js/three/renderers/CanvasRenderer.js"></script>
Expand All @@ -110,11 +110,11 @@ If you are interested on messing with the actual library, instead of importing t

### Change Log ###

2010 06 06 - **r8** (23.129 kb)
2010 06 06 - **r8** (23.597 kb)

* Moved UVs to Geometry.
* CanvasRenderer expands screen space points (workaround for antialias gaps).
* CanvasRenderer supports TextureUVMappingMaterial.
* CanvasRenderer supports BitmapUVMappingMaterial.


2010 06 05 - **r7** (22.387 kb)
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2 changes: 1 addition & 1 deletion build/three.js

Large diffs are not rendered by default.

4 changes: 2 additions & 2 deletions examples/geometry/vr.html
Expand Up @@ -112,7 +112,7 @@

function loadTexture( path ) {

var material = new THREE.TextureUVMappingMaterial( texture_placeholder );
var material = new THREE.BitmapUVMappingMaterial( texture_placeholder );

var texture = new Image();

Expand All @@ -125,7 +125,7 @@

texture.src = path;

// return [ material, new THREE.ColorStrokeMaterial(1, Math.random() * 0xffffff) ];
// return [ material, new THREE.ColorStrokeMaterial(1, Math.random() * 0xffffff, 0.2) ];
return material;
}

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15 changes: 15 additions & 0 deletions src/materials/BitmapUVMappingMaterial.js
@@ -0,0 +1,15 @@
/**
* @author mr.doob / http://mrdoob.com/
*/

THREE.BitmapUVMappingMaterial = function ( bitmap ) {

this.bitmap = bitmap;

this.toString = function () {

return 'THREE.BitmapUVMappingMaterial ( bitmap: ' + this.bitmap + ' )';

}

}
15 changes: 0 additions & 15 deletions src/materials/TextureUVMappingMaterial.js

This file was deleted.

68 changes: 46 additions & 22 deletions src/renderers/CanvasRenderer.js
Expand Up @@ -11,9 +11,6 @@ THREE.CanvasRenderer = function () {
_clipRect = new THREE.Rectangle(),
_clearRect = new THREE.Rectangle( 0, 0, 0, 0 ),
_bboxRect = new THREE.Rectangle(),

_uvs, _bitmap, _bitmap_width, _bitmap_height,
_denom, _m11, _m12, _m21, _m22, _dx, _dy,
_vector2 = new THREE.Vector2();

this.setSize = function ( width, height ) {
Expand All @@ -34,6 +31,9 @@ THREE.CanvasRenderer = function () {
var i, j, element, pi2 = Math.PI * 2,
elementsLength, material, materialLength,
v1x, v1y, v2x, v2y, v3x, v3y, v4x, v4y,
uv1 = new THREE.Vector2(), uv2 = new THREE.Vector2(), uv3 = new THREE.Vector2(),
suv1 = new THREE.Vector2(), suv2 = new THREE.Vector2(), suv3 = new THREE.Vector2(),
bitmap, bitmap_width, bitmap_height,
size;

_clearRect.inflate( 1 );
Expand Down Expand Up @@ -187,17 +187,39 @@ THREE.CanvasRenderer = function () {

_bboxRect.inflate( _context.lineWidth );

} else if ( material instanceof THREE.TextureUVMappingMaterial ) {
} else if ( material instanceof THREE.BitmapUVMappingMaterial ) {

uv1.copy( element.uvs[ 0 ] ), uv2.copy( element.uvs[ 1 ] ), uv3.copy( element.uvs[ 2 ] ),
suv1.copy( uv1 ), suv2.copy( uv2 ), suv3.copy( uv3 ),

bitmap = material.bitmap,
bitmap_width = bitmap.width,
bitmap_height = bitmap.height;

suv1.x *= bitmap_width; suv1.y *= bitmap_height;
suv2.x *= bitmap_width; suv2.y *= bitmap_height;
suv3.x *= bitmap_width; suv3.y *= bitmap_height;

_uvs = element.uvs;
_bitmap = material.bitmap,
_bitmap_width = _bitmap.width,
_bitmap_height = _bitmap.height;
expand( suv1, suv2 );
expand( suv2, suv3 );
expand( suv3, suv1 );

drawTexturedTriangle( _bitmap, _bboxRect, v1x, v1y, v2x, v2y, v3x, v3y,
_uvs[ 0 ].x * _bitmap_width, _uvs[ 0 ].y * _bitmap_height,
_uvs[ 1 ].x * _bitmap_width, _uvs[ 1 ].y * _bitmap_height,
_uvs[ 2 ].x * _bitmap_width, _uvs[ 2 ].y * _bitmap_height );
suv1.x = uv1.x == 0 ? 0 : suv1.x;
suv1.x = uv1.x == 1 ? bitmap_width : suv1.x;
suv1.y = uv1.y == 0 ? 0 : suv1.y;
suv1.y = uv1.y == 1 ? bitmap_height : suv1.y;

suv2.x = uv2.x == 0 ? 0 : suv2.x;
suv2.x = uv2.x == 1 ? bitmap_width : suv2.x;
suv2.y = uv2.y == 0 ? 0 : suv2.y;
suv2.y = uv2.y == 1 ? bitmap_height : suv2.y;

suv3.x = uv3.x == 0 ? 0 : suv3.x;
suv3.x = uv3.x == 1 ? bitmap_width : suv3.x;
suv3.y = uv3.y == 0 ? 0 : suv3.y;
suv3.y = uv3.y == 1 ? bitmap_height : suv3.y;

drawTexturedTriangle( bitmap, _bboxRect, v1x, v1y, v2x, v2y, v3x, v3y, suv1.x, suv1.y, suv2.x, suv2.y, suv3.x, suv3.y );

}

Expand All @@ -218,22 +240,24 @@ THREE.CanvasRenderer = function () {
// Textured triangle drawing by Thatcher Ulrich.
// http://tulrich.com/geekstuff/canvas/jsgl.js

function drawTexturedTriangle( texture, bbox, x0, y0, x1, y1, x2, y2, sx0, sy0, sx1, sy1, sx2, sy2 ) {
function drawTexturedTriangle( image, bbox, x0, y0, x1, y1, x2, y2, sx0, sy0, sx1, sy1, sx2, sy2 ) {

var denom, m11, m12, m21, m22, dx, dy;

_context.save();
_context.clip();

_denom = sx0 * ( sy2 - sy1 ) - sx1 * sy2 + sx2 * sy1 + ( sx1 - sx2 ) * sy0;
_m11 = - ( sy0 * (x2 - x1 ) - sy1 * x2 + sy2 * x1 + ( sy1 - sy2 ) * x0 ) / _denom;
_m12 = ( sy1 * y2 + sy0 * ( y1 - y2 ) - sy2 * y1 + ( sy2 - sy1) * y0 ) / _denom;
_m21 = ( sx0 * ( x2 - x1 ) - sx1 * x2 + sx2 * x1 + ( sx1 - sx2 ) * x0 ) / _denom;
_m22 = - ( sx1 * y2 + sx0 * ( y1 - y2 ) - sx2 * y1 + ( sx2 - sx1 ) * y0 ) / _denom;
_dx = ( sx0 * ( sy2 * x1 - sy1 * x2 ) + sy0 * ( sx1 * x2 - sx2 * x1 ) + ( sx2 * sy1 - sx1 * sy2 ) * x0 ) / _denom;
_dy = ( sx0 * ( sy2 * y1 - sy1 * y2 ) + sy0 * ( sx1 * y2 - sx2 * y1 ) + ( sx2 * sy1 - sx1 * sy2 ) * y0 ) / _denom;
denom = sx0 * ( sy2 - sy1 ) - sx1 * sy2 + sx2 * sy1 + ( sx1 - sx2 ) * sy0;
m11 = - ( sy0 * (x2 - x1 ) - sy1 * x2 + sy2 * x1 + ( sy1 - sy2 ) * x0 ) / denom;
m12 = ( sy1 * y2 + sy0 * ( y1 - y2 ) - sy2 * y1 + ( sy2 - sy1) * y0 ) / denom;
m21 = ( sx0 * ( x2 - x1 ) - sx1 * x2 + sx2 * x1 + ( sx1 - sx2 ) * x0 ) / denom;
m22 = - ( sx1 * y2 + sx0 * ( y1 - y2 ) - sx2 * y1 + ( sx2 - sx1 ) * y0 ) / denom;
dx = ( sx0 * ( sy2 * x1 - sy1 * x2 ) + sy0 * ( sx1 * x2 - sx2 * x1 ) + ( sx2 * sy1 - sx1 * sy2 ) * x0 ) / denom;
dy = ( sx0 * ( sy2 * y1 - sy1 * y2 ) + sy0 * ( sx1 * y2 - sx2 * y1 ) + ( sx2 * sy1 - sx1 * sy2 ) * y0 ) / denom;

_context.transform( _m11, _m12, _m21, _m22, _dx, _dy );
_context.transform( m11, m12, m21, m22, dx, dy );

_context.drawImage( texture, 0, 0 );
_context.drawImage( image, 0, 0 );
_context.restore();

}
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2 changes: 1 addition & 1 deletion utils/deployer.py
Expand Up @@ -22,11 +22,11 @@
files.append('objects/Line.js');
files.append('objects/Mesh.js');
files.append('objects/Particle.js');
files.append('materials/BitmapUVMappingMaterial.js');
files.append('materials/ColorFillMaterial.js');
files.append('materials/ColorStrokeMaterial.js');
files.append('materials/FaceColorFillMaterial.js');
files.append('materials/FaceColorStrokeMaterial.js');
files.append('materials/TextureUVMappingMaterial.js');
files.append('scenes/Scene.js');
files.append('renderers/Renderer.js');
files.append('renderers/CanvasRenderer.js');
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