SoftwareRenderer.js 7.2 KB

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  1. /**
  2. * @author mr.doob / http://mrdoob.com/
  3. */
  4. THREE.SoftwareRenderer = function () {
  5. console.log( 'THREE.SoftwareRenderer', THREE.REVISION );
  6. var canvas = document.createElement( 'canvas' );
  7. var context = canvas.getContext( '2d' );
  8. var imagedata = context.getImageData( 0, 0, canvas.width, canvas.height );
  9. var data = imagedata.data;
  10. var canvasWidth = canvas.width;
  11. var canvasHeight = canvas.height;
  12. var canvasWidthHalf = canvasWidth / 2;
  13. var canvasHeightHalf = canvasHeight / 2;
  14. var edges = [ new Edge(), new Edge(), new Edge() ];
  15. var span = new Span();
  16. var projector = new THREE.Projector();
  17. this.domElement = canvas;
  18. this.autoClear = true;
  19. this.setSize = function ( width, height ) {
  20. canvas.width = width;
  21. canvas.height = height;
  22. canvasWidth = canvas.width;
  23. canvasHeight = canvas.height;
  24. canvasWidthHalf = width / 2;
  25. canvasHeightHalf = height / 2;
  26. imagedata = context.getImageData( 0, 0, width, height );
  27. data = imagedata.data;
  28. };
  29. this.clear = function () {
  30. for ( var i = 3, l = data.length; i < l; i += 4 ) {
  31. data[ i ] = 0;
  32. }
  33. };
  34. this.render = function ( scene, camera ) {
  35. var m, ml, element, material, dom, v1x, v1y;
  36. if ( this.autoClear ) this.clear();
  37. var renderData = projector.projectScene( scene, camera );
  38. var elements = renderData.elements;
  39. for ( var e = 0, el = elements.length; e < el; e ++ ) {
  40. var element = elements[ e ];
  41. if ( element instanceof THREE.RenderableFace3 ) {
  42. var v1 = element.v1.positionScreen;
  43. var v2 = element.v2.positionScreen;
  44. var v3 = element.v3.positionScreen;
  45. drawTriangle(
  46. v1.x * canvasWidthHalf + canvasWidthHalf,
  47. - v1.y * canvasHeightHalf + canvasHeightHalf,
  48. 0xff0000,
  49. v2.x * canvasWidthHalf + canvasWidthHalf,
  50. - v2.y * canvasHeightHalf + canvasHeightHalf,
  51. 0x00ff00,
  52. v3.x * canvasWidthHalf + canvasWidthHalf,
  53. - v3.y * canvasHeightHalf + canvasHeightHalf,
  54. 0x0000ff
  55. )
  56. } else if ( element instanceof THREE.RenderableFace4 ) {
  57. var v1 = element.v1.positionScreen;
  58. var v2 = element.v2.positionScreen;
  59. var v3 = element.v3.positionScreen;
  60. var v4 = element.v4.positionScreen;
  61. drawTriangle(
  62. v1.x * canvasWidthHalf + canvasWidthHalf,
  63. - v1.y * canvasHeightHalf + canvasHeightHalf,
  64. 0xff0000,
  65. v2.x * canvasWidthHalf + canvasWidthHalf,
  66. - v2.y * canvasHeightHalf + canvasHeightHalf,
  67. 0x00ff00,
  68. v3.x * canvasWidthHalf + canvasWidthHalf,
  69. - v3.y * canvasHeightHalf + canvasHeightHalf,
  70. 0x0000ff
  71. );
  72. drawTriangle(
  73. v3.x * canvasWidthHalf + canvasWidthHalf,
  74. - v3.y * canvasHeightHalf + canvasHeightHalf,
  75. 0x0000ff,
  76. v4.x * canvasWidthHalf + canvasWidthHalf,
  77. - v4.y * canvasHeightHalf + canvasHeightHalf,
  78. 0xff00ff,
  79. v1.x * canvasWidthHalf + canvasWidthHalf,
  80. - v1.y * canvasHeightHalf + canvasHeightHalf,
  81. 0xff0000
  82. );
  83. }
  84. }
  85. context.putImageData( imagedata, 0, 0 );
  86. };
  87. function drawPixel( x, y, r, g, b ) {
  88. var offset = ( x + y * canvasWidth ) * 4;
  89. if ( x < 0 || y < 0 ) return;
  90. if ( x > canvasWidth || y > canvasHeight ) return;
  91. if ( data[ offset + 3 ] ) return;
  92. data[ offset ] = r;
  93. data[ offset + 1 ] = g;
  94. data[ offset + 2 ] = b;
  95. data[ offset + 3 ] = 255;
  96. }
  97. function drawRectangle( x1, y1, x2, y2, color ) {
  98. var r = color >> 16 & 255;
  99. var g = color >> 8 & 255;
  100. var b = color & 255;
  101. var xmin = Math.min( x1 >> 0, x2 >> 0 );
  102. var xmax = Math.max( x1 >> 0, x2 >> 0 );
  103. var ymin = Math.min( y1 >> 0, y2 >> 0 );
  104. var ymax = Math.max( y1 >> 0, y2 >> 0 );
  105. for ( var y = ymin; y < ymax; y ++ ) {
  106. for ( var x = xmin; x < xmax; x ++ ) {
  107. drawPixel( x, y, r, g, b );
  108. }
  109. }
  110. }
  111. function drawTriangle( x1, y1, color1, x2, y2, color2, x3, y3, color3 ) {
  112. // http://joshbeam.com/articles/triangle_rasterization/
  113. edges[ 0 ].set( x1, y1, color1, x2, y2, color2 );
  114. edges[ 1 ].set( x2, y2, color2, x3, y3, color3 );
  115. edges[ 2 ].set( x3, y3, color3, x1, y1, color1 );
  116. var maxLength = 0;
  117. var longEdge = 0;
  118. // find edge with the greatest length in the y axis
  119. for ( var i = 0; i < 3; i ++ ) {
  120. var length = ( edges[ i ].y2 - edges[ i ].y1 );
  121. if ( length > maxLength ) {
  122. maxLength = length;
  123. longEdge = i;
  124. }
  125. }
  126. var shortEdge1 = ( longEdge + 1 ) % 3;
  127. var shortEdge2 = ( longEdge + 2 ) % 3;
  128. drawSpans( edges[ longEdge ], edges[ shortEdge1 ] );
  129. drawSpans( edges[ longEdge ], edges[ shortEdge2 ] );
  130. }
  131. function drawSpans( e1, e2 ) {
  132. var e1ydiff = e1.y2 - e1.y1;
  133. if ( e1ydiff === 0 ) return;
  134. var e2ydiff = e2.y2 - e2.y1;
  135. if ( e2ydiff === 0 ) return;
  136. var e1xdiff = e1.x2 - e1.x1;
  137. var e2xdiff = e2.x2 - e2.x1;
  138. var e1colordiffr = e1.r2 - e1.r1;
  139. var e1colordiffg = e1.g2 - e1.g1;
  140. var e1colordiffb = e1.b2 - e1.b1;
  141. var e2colordiffr = e2.r2 - e2.r1;
  142. var e2colordiffg = e2.g2 - e2.g1;
  143. var e2colordiffb = e2.b2 - e2.b1;
  144. var factor1 = ( e2.y1 - e1.y1 ) / e1ydiff;
  145. var factorStep1 = 1 / e1ydiff;
  146. var factor2 = 0;
  147. var factorStep2 = 1 / e2ydiff;
  148. for ( var y = e2.y1; y < e2.y2; y ++ ) {
  149. span.set(
  150. e1.x1 + ( e1xdiff * factor1 ),
  151. e1.r1 + e1colordiffr * factor1,
  152. e1.g1 + e1colordiffg * factor1,
  153. e1.b1 + e1colordiffb * factor1,
  154. e2.x1 + ( e2xdiff * factor2 ),
  155. e2.r1 + e2colordiffr * factor2,
  156. e2.g1 + e2colordiffg * factor2,
  157. e2.b1 + e2colordiffb * factor2
  158. );
  159. var xdiff = span.x2 - span.x1;
  160. if ( xdiff > 0 ) {
  161. var colordiffr = span.r2 - span.r1;
  162. var colordiffg = span.g2 - span.g1;
  163. var colordiffb = span.b2 - span.b1;
  164. var factor = 0;
  165. var factorStep = 1 / xdiff;
  166. for ( var x = span.x1; x < span.x2; x ++ ) {
  167. var r = span.r1 + colordiffr * factor;
  168. var g = span.g1 + colordiffg * factor;
  169. var b = span.b1 + colordiffb * factor;
  170. drawPixel( x, y, r, g, b );
  171. factor += factorStep;
  172. }
  173. }
  174. factor1 += factorStep1;
  175. factor2 += factorStep2;
  176. }
  177. }
  178. function Edge() {
  179. this.x1 = 0;
  180. this.y1 = 0;
  181. this.x2 = 0;
  182. this.y2 = 0;
  183. this.r1 = 0;
  184. this.g1 = 0;
  185. this.b1 = 0;
  186. this.r2 = 0;
  187. this.g2 = 0;
  188. this.b2 = 0;
  189. this.set = function ( x1, y1, color1, x2, y2, color2 ) {
  190. if ( y1 < y2 ) {
  191. this.x1 = x1 >> 0;
  192. this.y1 = y1 >> 0;
  193. this.x2 = x2 >> 0;
  194. this.y2 = y2 >> 0;
  195. this.r1 = color1 >> 16 & 255;
  196. this.g1 = color1 >> 8 & 255;
  197. this.b1 = color1 & 255;
  198. this.r2 = color2 >> 16 & 255;
  199. this.g2 = color2 >> 8 & 255;
  200. this.b2 = color2 & 255;
  201. } else {
  202. this.x1 = x2 >> 0;
  203. this.y1 = y2 >> 0;
  204. this.x2 = x1 >> 0;
  205. this.y2 = y1 >> 0;
  206. this.r1 = color2 >> 16 & 255;
  207. this.g1 = color2 >> 8 & 255;
  208. this.b1 = color2 & 255;
  209. this.r2 = color1 >> 16 & 255;
  210. this.g2 = color1 >> 8 & 255;
  211. this.b2 = color1 & 255;
  212. }
  213. }
  214. }
  215. function Span() {
  216. this.x1 = 0;
  217. this.x2 = 0;
  218. this.r1 = 0;
  219. this.g1 = 0;
  220. this.b1 = 0;
  221. this.r2 = 0;
  222. this.g2 = 0;
  223. this.b2 = 0;
  224. this.set = function ( x1, r1, g1, b1, x2, r2, g2, b2 ) {
  225. if ( x1 < x2 ) {
  226. this.x1 = x1 >> 0;
  227. this.x2 = x2 >> 0;
  228. this.r1 = r1;
  229. this.g1 = g1;
  230. this.b1 = b1;
  231. this.r2 = r2;
  232. this.g2 = g2;
  233. this.b2 = b2;
  234. } else {
  235. this.x1 = x2 >> 0;
  236. this.x2 = x1 >> 0;
  237. this.r1 = r2;
  238. this.g1 = g2;
  239. this.b1 = b2;
  240. this.r2 = r1;
  241. this.g2 = g1;
  242. this.b2 = b1;
  243. }
  244. }
  245. }
  246. };