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- /**
- * @author mrdoob / http://mrdoob.com/
- * @author mraleph / http://mrale.ph/
- */
- 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 );
- console.log( canvasWBlocks, canvasHBlocks );
- 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 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 - 1 ) * 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( 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
- var x1 = (16 * x1) | 0;
- var x2 = (16 * x2) | 0;
- var x3 = (16 * x3) | 0;
- var y1 = (16 * y1) | 0;
- var y2 = (16 * y2) | 0;
- var y3 = (16 * y3) | 0;
- // 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 ) + 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 );
- // 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 * ((minx << 4) - x1) + dx12 * ((miny << 4) - y1);
- var c2 = dy23 * ((minx << 4) - x2) + dx23 * ((miny << 4) - y2);
- var c3 = dy31 * ((minx << 4) - x3) + dx31 * ((miny << 4) - 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);
- var cb1 = c1;
- var cb2 = c2;
- var cb3 = c3;
- var qstep = -q;
- var e1x = qstep * dy12;
- var e2x = qstep * dy23;
- var e3x = qstep * dy31;
- 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;
- }
- // 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;
- while (1) {
- // Step everything
- x0 += qstep;
- cb1 += e1x;
- cb2 += e2x;
- cb3 += e3x;
- // 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 / 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 (cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3) {
- var cy1 = cb1;
- var cy2 = cb2;
- 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;
- }
- cx1 += dy12;
- cx2 += dy23;
- offset += 4;
- }
- cy1 += dx12;
- cy2 += dx23;
- offset += linestep;
- }
- block_full[blockInd] = 1;
- } else { // Partially covered block
- var cy1 = cb1;
- var cy2 = cb2;
- var cy3 = cb3;
- 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;
- }
- cx1 += dy12;
- cx2 += dy23;
- cx3 += dy31;
- offset += 4;
- }
- cy1 += dx12;
- cy2 += dx23;
- cy3 += dx31;
- offset += linestep;
- }
- }
- }
- // Advance to next row of blocks
- cb1 += q*dx12;
- cb2 += q*dx23;
- cb3 += q*dx31;
- }
- }
- function normalToComponent( normal ) {
- var component = ( normal + 1 ) * 127;
- return component < 0 ? 0 : ( component > 255 ? 255 : component );
- }
- };
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