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Optimisations to SoftwareRenderer2. Added SoftwareRenderer3 featuring @rygorous's awesome rasteriser algorythim.
Sadly SoftwareRenderer3 is much slower than SoftwareRenderer2. I have the feeling it's drawing outside the buffer. Need to investivate.

Mr.doob 13 år sedan
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8de07db060

+ 19 - 22
examples/js/renderers/SoftwareRenderer2.js

@@ -18,10 +18,10 @@ THREE.SoftwareRenderer2 = function () {
 	var canvasWidthHalf = canvasWidth / 2;
 	var canvasHeightHalf = canvasHeight / 2;
 
-	var rectx1 = 0, recty1 = 0;
+	var rectx1 = Infinity, recty1 = Infinity;
 	var rectx2 = 0, recty2 = 0;
 
-	var prevrectx1 = 0, prevrecty1 = 0;
+	var prevrectx1 = Infinity, prevrecty1 = Infinity;
 	var prevrectx2 = 0, prevrecty2 = 0;
 
 	var projector = new THREE.Projector();
@@ -54,8 +54,8 @@ THREE.SoftwareRenderer2 = function () {
 
 	this.render = function ( scene, camera ) {
 
-		rectx1 = canvasWidth;
-		recty1 = canvasHeight;
+		rectx1 = Infinity;
+		recty1 = Infinity;
 		rectx2 = 0;
 		recty2 = 0;
 
@@ -64,7 +64,7 @@ THREE.SoftwareRenderer2 = function () {
 		var renderData = projector.projectScene( scene, camera );
 		var elements = renderData.elements;
 
-		elements.sort( painterSort );
+		elements.sort( numericalSort );
 
 		for ( var e = 0, el = elements.length; e < el; e ++ ) {
 
@@ -128,6 +128,13 @@ THREE.SoftwareRenderer2 = function () {
 		var width = Math.max( rectx2, prevrectx2 ) - x;
 		var height = Math.max( recty2, prevrecty2 ) - y;
 
+		/*
+		console.log( rectx1, recty1, rectx2, recty2 );
+		console.log( prevrectx1, prevrecty1, prevrectx2, prevrecty2 );
+		console.log( x, y, width, height );
+		console.log( canvasWidth, canvasHeight );
+		*/
+
 		context.putImageData( imagedata, 0, 0, x, y, width, height );
 
 		prevrectx1 = rectx1; prevrecty1 = recty1;
@@ -135,7 +142,7 @@ THREE.SoftwareRenderer2 = function () {
 
 	};
 
-	function painterSort( a, b ) {
+	function numericalSort( a, b ) {
 
 		return a.z - b.z;
 
@@ -156,24 +163,24 @@ THREE.SoftwareRenderer2 = function () {
 
 	function clearRectangle( x1, y1, x2, y2 ) {
 
-		var offset = 0;
-
 		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 );
 
-		for ( var y = ymin; y < ymax; y ++ ) {
+		var offset = ( xmin + ymin * canvasWidth - 1 ) * 4 + 3;
+		var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
 
-			offset = ( xmin + y * canvasWidth ) * 4 + 3;
+		for ( var y = ymin; y < ymax; y ++ ) {
 
 			for ( var x = xmin; x < xmax; x ++ ) {
 
-				data[ offset ] = 0;
-				offset += 4;
+				data[ offset += 4 ] = 0;
 
 			}
 
+			offset += linestep;
+
 		}
 
 	}
@@ -391,16 +398,6 @@ THREE.SoftwareRenderer2 = function () {
 
 	}
 
-	function computeDelta( x1, y1, z1, x2, y2, z2, x3, y3, z3 ) {
-
-		var A = (z3 - z1) * (y2 - y1) - (z2 - z1) * (y3 - y1);
-		var B = (x3 - x1) * (z2 - z1) - (x2 - x1) * (z3 - z1);
-		var C = (x2 - x1) * (y3 - y1) - (x3 - x1) * (y2 - y1);
-
-		return [ - A / C, - B / C ];
-
-	}
-
 	function normalToComponent( normal ) {
 
 		var component = ( normal + 1 ) * 127;

+ 400 - 0
examples/js/renderers/SoftwareRenderer3.js

@@ -0,0 +1,400 @@
+/**
+ * @author mr.doob / http://mrdoob.com/
+ */
+
+THREE.SoftwareRenderer3 = function () {
+
+	console.log( 'THREE.SoftwareRenderer', THREE.REVISION );
+
+	var canvas = document.createElement( 'canvas' );
+	var context = canvas.getContext( '2d' );
+
+	var canvasWidth = canvas.width;
+	var canvasHeight = canvas.height;
+
+	var canvasWidthHalf = canvasWidth / 2;
+	var canvasHeightHalf = canvasHeight / 2;
+
+	var imagedata = context.getImageData( 0, 0, canvas.width, canvas.height );
+	var data = imagedata.data;
+
+	var blocksize = 8;
+
+	var canvasWBlocks = Math.floor( ( canvasWidth + blocksize - 1 ) / blocksize );
+	var canvasHBlocks = Math.floor( ( canvasHeight + blocksize - 1 ) / blocksize );
+
+	var block_full = new Uint8Array( canvasWBlocks * canvasHBlocks );
+
+	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();
+
+	this.domElement = canvas;
+
+	this.autoClear = true;
+
+	this.setSize = function ( width, height ) {
+
+		canvas.width = width;
+		canvas.height = height;
+
+		canvasWidth = canvas.width;
+		canvasHeight = canvas.height;
+
+		canvasWidthHalf = width / 2;
+		canvasHeightHalf = height / 2;
+
+		imagedata = context.getImageData( 0, 0, width, height );
+		data = imagedata.data;
+
+		canvasWBlocks = Math.floor( ( canvasWidth + blocksize - 1 ) / blocksize );
+		canvasHBlocks = Math.floor( ( canvasHeight + blocksize - 1 ) / blocksize );
+
+		block_full = new Uint8Array( canvasWBlocks * canvasHBlocks )
+
+	};
+
+	this.clear = function () {
+
+		clearRectangle( prevrectx1, prevrecty1, prevrectx2, prevrecty2 );
+
+		for ( var i = 0, l = block_full.length; i < l; i ++ ) {
+
+			block_full[ i ] = 0;
+
+		}
+
+	};
+
+	this.render = function ( scene, camera ) {
+
+		rectx1 = Infinity;
+		recty1 = Infinity;
+		rectx2 = 0;
+		recty2 = 0;
+
+		if ( this.autoClear ) this.clear();
+
+		var renderData = projector.projectScene( scene, camera );
+		var elements = renderData.elements;
+
+		elements.sort( numericalSort );
+
+		for ( var e = 0, el = elements.length; e < el; e ++ ) {
+
+			var element = elements[ e ];
+
+			if ( element instanceof THREE.RenderableFace3 ) {
+
+				var v1 = element.v1.positionScreen;
+				var v2 = element.v2.positionScreen;
+				var v3 = element.v3.positionScreen;
+
+				drawTriangle(
+					v1.x * canvasWidthHalf + canvasWidthHalf,
+					- v1.y * canvasHeightHalf + canvasHeightHalf,
+					v2.x * canvasWidthHalf + canvasWidthHalf,
+					- v2.y * canvasHeightHalf + canvasHeightHalf,
+					v3.x * canvasWidthHalf + canvasWidthHalf,
+					- v3.y * canvasHeightHalf + canvasHeightHalf,
+					normalToComponent( element.normalWorld.x ),
+					normalToComponent( element.normalWorld.y ),
+					normalToComponent( element.normalWorld.z )
+				)
+
+			} else if ( element instanceof THREE.RenderableFace4 ) {
+
+				var v1 = element.v1.positionScreen;
+				var v2 = element.v2.positionScreen;
+				var v3 = element.v3.positionScreen;
+				var v4 = element.v4.positionScreen;
+
+				drawTriangle(
+					v1.x * canvasWidthHalf + canvasWidthHalf,
+					- v1.y * canvasHeightHalf + canvasHeightHalf,
+					v2.x * canvasWidthHalf + canvasWidthHalf,
+					- v2.y * canvasHeightHalf + canvasHeightHalf,
+					v3.x * canvasWidthHalf + canvasWidthHalf,
+					- v3.y * canvasHeightHalf + canvasHeightHalf,
+					normalToComponent( element.normalWorld.x ),
+					normalToComponent( element.normalWorld.y ),
+					normalToComponent( element.normalWorld.z )
+				);
+
+				drawTriangle(
+					v3.x * canvasWidthHalf + canvasWidthHalf,
+					- v3.y * canvasHeightHalf + canvasHeightHalf,
+					v4.x * canvasWidthHalf + canvasWidthHalf,
+					- v4.y * canvasHeightHalf + canvasHeightHalf,
+					v1.x * canvasWidthHalf + canvasWidthHalf,
+					- v1.y * canvasHeightHalf + canvasHeightHalf,
+					normalToComponent( element.normalWorld.x ),
+					normalToComponent( element.normalWorld.y ),
+					normalToComponent( element.normalWorld.z )
+				);
+
+			}
+
+		}
+
+		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;
+
+		context.putImageData( imagedata, 0, 0, x, y, width, height );
+
+		prevrectx1 = rectx1; prevrecty1 = recty1;
+		prevrectx2 = rectx2; prevrecty2 = recty2;
+
+	};
+
+	function numericalSort( a, b ) {
+
+		return a.z - b.z;
+
+	}
+
+	function drawPixel( x, y, r, g, b ) {
+
+		var offset = ( x + y * canvasWidth ) * 4;
+
+		if ( data[ offset + 3 ] ) return;
+
+		data[ offset ] = r;
+		data[ offset + 1 ] = g;
+		data[ offset + 2 ] = b;
+		data[ offset + 3 ] = 255;
+
+	}
+
+	function clearRectangle( x1, y1, x2, y2 ) {
+
+		var offset = 0;
+
+		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 );
+
+		for ( var y = ymin; y < ymax; y ++ ) {
+
+			offset = ( xmin + y * canvasWidth ) * 4 + 3;
+
+			for ( var x = xmin; x < xmax; x ++ ) {
+
+				data[ offset += 4 ] = 0;
+
+			}
+
+		}
+
+	}
+
+	function drawTriangle( x1, y1, x2, y2, x3, y3, r, g, b ) {
+
+		// https://gist.github.com/2486101
+		// explanation: ttp://pouet.net/topic.php?which=8760&page=1
+
+		// 28.4 fixed-point coordinates
+
+		x1 = Math.round( 16 * x1 );
+		x2 = Math.round( 16 * x2 );
+		x3 = Math.round( 16 * x3 );
+
+		y1 = Math.round( 16 * y1 );
+		y2 = Math.round( 16 * y2 );
+		y3 = Math.round( 16 * y3 );
+
+		// Bounding rectangle
+
+		var minx = Math.max( ( Math.min( x1, x2, x3 ) + 0xf ) >> 4, 0 );
+		var maxx = Math.min( ( Math.max( x1, x2, x3 ) + 0xf ) >> 4, canvasWidth );
+		var miny = Math.max( ( Math.min( y1, y2, y3 ) + 0xf ) >> 4, 0 );
+		var maxy = Math.min( ( Math.max( y1, y2, y3 ) + 0xf ) >> 4, canvasHeight );
+
+		rectx1 = Math.min( minx, rectx1 );
+		rectx2 = Math.max( maxx, rectx2 );
+		recty1 = Math.min( miny, recty1 );
+		recty2 = Math.max( maxy, recty2 );
+
+		// Deltas
+
+		var dx12 = x1 - x2, dy12 = y2 - y1;
+		var dx23 = x2 - x3, dy23 = y3 - y2;
+		var dx31 = x3 - x1, dy31 = y1 - y3;
+
+		// 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 c1 = -dy12 * x1 - dx12 * y1;
+		var c2 = -dy23 * x2 - dx23 * y2;
+		var c3 = -dy31 * x3 - dx31 * 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) >> 4;
+		c2 = (c2 - 1) >> 4;
+		c3 = (c3 - 1) >> 4;
+
+		// 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;
+		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;
+
+		// Loop through blocks
+		var linestep = (canvasWidth - q) * 4;
+		var scale = 255.0 / (c1 + c2 + c3);
+
+		for ( var y0 = miny; y0 < maxy; y0 += q ) {
+
+			for ( var x0 = minx; x0 < maxx; x0 += q ) {
+
+				// Edge functions at top-left corner
+				var cy1 = c1 + dx12 * y0 + dy12 * x0;
+				var cy2 = c2 + dx23 * y0 + dy23 * x0;
+				var cy3 = c3 + dx31 * y0 + dy31 * x0;
+
+				// Skip block when at least one edge completely out
+				if (cy1 < nmax1 || cy2 < nmax2 || cy3 < nmax3) continue;
+
+				// Skip writing full block if it's already fully covered
+				var blockX = (x0 / q) | 0;
+				var blockY = (y0 / q) | 0;
+				var blockInd = blockX + blockY * canvasWBlocks;
+
+				if (block_full[blockInd]) continue;
+
+				// Offset at top-left corner
+				var offset = (x0 + y0 * canvasWidth) * 4;
+
+				// Accept whole block when fully covered
+				if (cy1 >= nmin1 && cy2 >= nmin2 && cy3 >= nmin3) {
+
+					for ( var iy = 0; iy < q; iy ++ ) {
+
+						var cx1 = cy1;
+						var cx2 = cy2;
+
+						for ( var ix = 0; ix < q; ix ++ ) {
+
+							/*
+							if (!data[offset + 3]) {
+
+								var u = cx1 * scale; // 0-255!
+								var v = cx2 * scale; // 0-255!
+								data[offset] = u;
+								data[offset + 1] = v;
+								data[offset + 2] = 0;
+								data[offset + 3] = 255;
+
+								data[offset] = r;
+								data[offset + 1] = g;
+								data[offset + 2] = b;
+								data[offset + 3] = 255;
+
+							}
+							*/
+							drawPixel( x0 + ix, y0 + iy, r, g, b );
+
+							cx1 += dy12;
+							cx2 += dy23;
+							offset += 4;
+
+						}
+
+						cy1 += dx12;
+						cy2 += dx23;
+						offset += linestep;
+
+					}
+
+					block_full[blockInd] = 1;
+
+				} else { // Partially covered block
+
+					for ( var iy = 0; iy < q; iy ++ ) {
+
+						var cx1 = cy1;
+						var cx2 = cy2;
+						var cx3 = cy3;
+
+						for ( var ix = 0; ix < q; ix ++ ) {
+
+							if ( (cx1 | cx2 | cx3) >= 0/* && !data[offset+3]*/) {
+
+								/*
+								var u = cx1 * scale; // 0-255!
+								var v = cx2 * scale; // 0-255!
+								data[offset] = u;
+								data[offset + 1] = v; 
+								data[offset + 2] = 0;
+								data[offset + 3] = 255;
+								*/
+
+								/*
+								data[offset] = r;
+								data[offset + 1] = g;
+								data[offset + 2] = b;
+								data[offset + 3] = 255;
+								*/
+
+								drawPixel( x0 + ix, y0 + iy, r, g, b );
+
+							}
+
+							cx1 += dy12;
+							cx2 += dy23;
+							cx3 += dy31;
+							offset += 4;
+
+						}
+
+						cy1 += dx12;
+						cy2 += dx23;
+						cy3 += dx31;
+						offset += linestep;
+
+					}
+
+				}
+
+			}
+
+		}
+
+	}
+
+	function normalToComponent( normal ) {
+
+		var component = ( normal + 1 ) * 127;
+		return component < 0 ? 0 : ( component > 255 ? 255 : component );
+
+	}
+
+};

+ 3 - 1
examples/misc_software.html

@@ -18,6 +18,7 @@
 		<script src="../build/Three.js"></script>
 		<script src="js/renderers/SoftwareRenderer.js"></script>
 		<script src="js/renderers/SoftwareRenderer2.js"></script>
+		<script src="js/renderers/SoftwareRenderer3.js"></script>
 		<script src="js/Stats.js"></script>
 
 		<script>
@@ -32,6 +33,7 @@
 
 			init();
 			animate();
+			// render();
 
 			function init() {
 
@@ -50,7 +52,7 @@
 
 				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
 				camera.position.y = 150;
-				camera.position.z = 500;
+				camera.position.z = 400;
 				scene.add( camera );
 
 				controls = new THREE.TrackballControls( camera );