/**
 * @author mrdoob / http://mrdoob.com/
 * @author ryg / http://farbrausch.de/~fg
 * @author mraleph / http://mrale.ph/
 * @author daoshengmu / http://dsmu.me/
 */

THREE.SoftwareRenderer = function ( parameters ) {

	console.log( 'THREE.SoftwareRenderer', THREE.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 THREE.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 THREE.Vector3( 0, 0, 1 );
	var crossVector = new THREE.Vector3();

	var rectx1 = Infinity, recty1 = Infinity;
	var rectx2 = 0, recty2 = 0;

	var prevrectx1 = Infinity, prevrecty1 = Infinity;
	var prevrectx2 = 0, prevrecty2 = 0;

	var projector = new THREE.Projector();

	var spriteV1 = new THREE.Vector4();
	var spriteV2 = new THREE.Vector4();
	var spriteV3 = new THREE.Vector4();

	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;

	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 THREE.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 THREE.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 THREE.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 THREE.MeshBasicMaterial ||
				material instanceof THREE.MeshLambertMaterial ||
				material instanceof THREE.MeshPhongMaterial ||
				material instanceof THREE.SpriteMaterial ) {

				if ( material instanceof THREE.MeshLambertMaterial ) {

					// Generate color palette
					if ( ! material.palette ) {

						material.palette = getPalette( material, false );

					}

				} else if ( material instanceof THREE.MeshPhongMaterial ) {

					// Generate color palette
					if ( ! material.palette ) {

						material.palette = getPalette( material, true );

					}

				}

				var string;

				if ( material.map ) {

					var texture = new THREE.SoftwareRenderer.Texture();
					texture.fromImage( material.map.image );

					if ( ! texture.data ) return;

					textures[ material.map.id ] = texture;

					if ( material instanceof THREE.MeshBasicMaterial
						|| material instanceof THREE.SpriteMaterial ) {

						shader = basicMaterialShader;

					} else {

						shader = lightingMaterialShader;

					}


				} else {

					if ( material.vertexColors === THREE.FaceColors ) {

						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 THREE.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 THREE.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 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();

			}

			// 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 ++;

			}

		}

	}

};

THREE.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 = THREE.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;

	};

};
