SoftwareRenderer3.js 10 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author mraleph / http://mrale.ph/
  4. */
  5. THREE.SoftwareRenderer3 = function () {
  6. console.log( 'THREE.SoftwareRenderer', THREE.REVISION );
  7. var canvas = document.createElement( 'canvas' );
  8. var context = canvas.getContext( '2d' );
  9. var canvasWidth = canvas.width;
  10. var canvasHeight = canvas.height;
  11. var canvasWidthHalf = canvasWidth / 2;
  12. var canvasHeightHalf = canvasHeight / 2;
  13. var imagedata = context.getImageData( 0, 0, canvas.width, canvas.height );
  14. var data = imagedata.data;
  15. var blocksize = 8;
  16. var canvasWBlocks = Math.floor( ( canvasWidth + blocksize - 1 ) / blocksize );
  17. var canvasHBlocks = Math.floor( ( canvasHeight + blocksize - 1 ) / blocksize );
  18. var block_full = new Uint8Array( canvasWBlocks * canvasHBlocks );
  19. var rectx1 = Infinity, recty1 = Infinity;
  20. var rectx2 = 0, recty2 = 0;
  21. var prevrectx1 = Infinity, prevrecty1 = Infinity;
  22. var prevrectx2 = 0, prevrecty2 = 0;
  23. var projector = new THREE.Projector();
  24. this.domElement = canvas;
  25. this.autoClear = true;
  26. this.setSize = function ( width, height ) {
  27. canvas.width = width;
  28. canvas.height = height;
  29. canvasWidth = canvas.width;
  30. canvasHeight = canvas.height;
  31. canvasWidthHalf = width / 2;
  32. canvasHeightHalf = height / 2;
  33. imagedata = context.getImageData( 0, 0, width, height );
  34. data = imagedata.data;
  35. canvasWBlocks = Math.floor( ( canvasWidth + blocksize - 1 ) / blocksize );
  36. canvasHBlocks = Math.floor( ( canvasHeight + blocksize - 1 ) / blocksize );
  37. console.log( canvasWBlocks, canvasHBlocks );
  38. block_full = new Uint8Array( canvasWBlocks * canvasHBlocks )
  39. };
  40. this.clear = function () {
  41. clearRectangle( prevrectx1, prevrecty1, prevrectx2, prevrecty2 );
  42. for ( var i = 0, l = block_full.length; i < l; i ++ ) {
  43. block_full[ i ] = 0;
  44. }
  45. };
  46. this.render = function ( scene, camera ) {
  47. rectx1 = Infinity;
  48. recty1 = Infinity;
  49. rectx2 = 0;
  50. recty2 = 0;
  51. if ( this.autoClear ) this.clear();
  52. var renderData = projector.projectScene( scene, camera );
  53. var elements = renderData.elements;
  54. elements.sort( numericalSort );
  55. for ( var e = 0, el = elements.length; e < el; e ++ ) {
  56. var element = elements[ e ];
  57. if ( element instanceof THREE.RenderableFace3 ) {
  58. var v1 = element.v1.positionScreen;
  59. var v2 = element.v2.positionScreen;
  60. var v3 = element.v3.positionScreen;
  61. drawTriangle(
  62. v1.x * canvasWidthHalf + canvasWidthHalf,
  63. - v1.y * canvasHeightHalf + canvasHeightHalf,
  64. v2.x * canvasWidthHalf + canvasWidthHalf,
  65. - v2.y * canvasHeightHalf + canvasHeightHalf,
  66. v3.x * canvasWidthHalf + canvasWidthHalf,
  67. - v3.y * canvasHeightHalf + canvasHeightHalf,
  68. normalToComponent( element.normalWorld.x ),
  69. normalToComponent( element.normalWorld.y ),
  70. normalToComponent( element.normalWorld.z )
  71. )
  72. } else if ( element instanceof THREE.RenderableFace4 ) {
  73. var v1 = element.v1.positionScreen;
  74. var v2 = element.v2.positionScreen;
  75. var v3 = element.v3.positionScreen;
  76. var v4 = element.v4.positionScreen;
  77. drawTriangle(
  78. v1.x * canvasWidthHalf + canvasWidthHalf,
  79. - v1.y * canvasHeightHalf + canvasHeightHalf,
  80. v2.x * canvasWidthHalf + canvasWidthHalf,
  81. - v2.y * canvasHeightHalf + canvasHeightHalf,
  82. v3.x * canvasWidthHalf + canvasWidthHalf,
  83. - v3.y * canvasHeightHalf + canvasHeightHalf,
  84. normalToComponent( element.normalWorld.x ),
  85. normalToComponent( element.normalWorld.y ),
  86. normalToComponent( element.normalWorld.z )
  87. );
  88. drawTriangle(
  89. v3.x * canvasWidthHalf + canvasWidthHalf,
  90. - v3.y * canvasHeightHalf + canvasHeightHalf,
  91. v4.x * canvasWidthHalf + canvasWidthHalf,
  92. - v4.y * canvasHeightHalf + canvasHeightHalf,
  93. v1.x * canvasWidthHalf + canvasWidthHalf,
  94. - v1.y * canvasHeightHalf + canvasHeightHalf,
  95. normalToComponent( element.normalWorld.x ),
  96. normalToComponent( element.normalWorld.y ),
  97. normalToComponent( element.normalWorld.z )
  98. );
  99. }
  100. }
  101. var x = Math.min( rectx1, prevrectx1 );
  102. var y = Math.min( recty1, prevrecty1 );
  103. var width = Math.max( rectx2, prevrectx2 ) - x;
  104. var height = Math.max( recty2, prevrecty2 ) - y;
  105. context.putImageData( imagedata, 0, 0, x, y, width, height );
  106. prevrectx1 = rectx1; prevrecty1 = recty1;
  107. prevrectx2 = rectx2; prevrecty2 = recty2;
  108. };
  109. function numericalSort( a, b ) {
  110. return a.z - b.z;
  111. }
  112. function drawPixel( x, y, r, g, b ) {
  113. var offset = ( x + y * canvasWidth ) * 4;
  114. if ( data[ offset + 3 ] ) return;
  115. data[ offset ] = r;
  116. data[ offset + 1 ] = g;
  117. data[ offset + 2 ] = b;
  118. data[ offset + 3 ] = 255;
  119. }
  120. function clearRectangle( x1, y1, x2, y2 ) {
  121. var xmin = Math.max( Math.min( x1, x2 ), 0 );
  122. var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
  123. var ymin = Math.max( Math.min( y1, y2 ), 0 );
  124. var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
  125. var offset = ( xmin + ymin * canvasWidth - 1 ) * 4 + 3;
  126. var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
  127. for ( var y = ymin; y < ymax; y ++ ) {
  128. for ( var x = xmin; x < xmax; x ++ ) {
  129. data[ offset += 4 ] = 0;
  130. }
  131. offset += linestep;
  132. }
  133. }
  134. function drawTriangle( x1, y1, x2, y2, x3, y3, r, g, b ) {
  135. // https://gist.github.com/2486101
  136. // explanation: ttp://pouet.net/topic.php?which=8760&page=1
  137. // 28.4 fixed-point coordinates
  138. var x1 = (16 * x1) | 0;
  139. var x2 = (16 * x2) | 0;
  140. var x3 = (16 * x3) | 0;
  141. var y1 = (16 * y1) | 0;
  142. var y2 = (16 * y2) | 0;
  143. var y3 = (16 * y3) | 0;
  144. // Deltas
  145. var dx12 = x1 - x2, dy12 = y2 - y1;
  146. var dx23 = x2 - x3, dy23 = y3 - y2;
  147. var dx31 = x3 - x1, dy31 = y1 - y3;
  148. // Bounding rectangle
  149. var minx = Math.max( ( Math.min( x1, x2, x3 ) + 0xf ) >> 4, 0 );
  150. var maxx = Math.min( ( Math.max( x1, x2, x3 ) + 0xf ) >> 4, canvasWidth );
  151. var miny = Math.max( ( Math.min( y1, y2, y3 ) + 0xf ) >> 4, 0 );
  152. var maxy = Math.min( ( Math.max( y1, y2, y3 ) + 0xf ) >> 4, canvasHeight );
  153. rectx1 = Math.min( minx, rectx1 );
  154. rectx2 = Math.max( maxx, rectx2 );
  155. recty1 = Math.min( miny, recty1 );
  156. recty2 = Math.max( maxy, recty2 );
  157. // Block size, standard 8x8 (must be power of two)
  158. var q = blocksize;
  159. // Start in corner of 8x8 block
  160. minx &= ~(q - 1);
  161. miny &= ~(q - 1);
  162. // Constant part of half-edge functions
  163. var c1 = dy12 * ((minx << 4) - x1) + dx12 * ((miny << 4) - y1);
  164. var c2 = dy23 * ((minx << 4) - x2) + dx23 * ((miny << 4) - y2);
  165. var c3 = dy31 * ((minx << 4) - x3) + dx31 * ((miny << 4) - y3);
  166. // Correct for fill convention
  167. if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  168. if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  169. if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
  170. // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
  171. // It's a bit subtle. :)
  172. c1 = (c1 - 1) >> 4;
  173. c2 = (c2 - 1) >> 4;
  174. c3 = (c3 - 1) >> 4;
  175. // Set up min/max corners
  176. var qm1 = q - 1; // for convenience
  177. var nmin1 = 0, nmax1 = 0;
  178. var nmin2 = 0, nmax2 = 0;
  179. var nmin3 = 0, nmax3 = 0;
  180. if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
  181. if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
  182. if (dx23 >= 0) nmax2 -= qm1*dx23; else nmin2 -= qm1*dx23;
  183. if (dy23 >= 0) nmax2 -= qm1*dy23; else nmin2 -= qm1*dy23;
  184. if (dx31 >= 0) nmax3 -= qm1*dx31; else nmin3 -= qm1*dx31;
  185. if (dy31 >= 0) nmax3 -= qm1*dy31; else nmin3 -= qm1*dy31;
  186. // Loop through blocks
  187. var linestep = (canvasWidth - q) * 4;
  188. var scale = 255.0 / (c1 + c2 + c3);
  189. var cb1 = c1;
  190. var cb2 = c2;
  191. var cb3 = c3;
  192. var qstep = -q;
  193. var e1x = qstep * dy12;
  194. var e2x = qstep * dy23;
  195. var e3x = qstep * dy31;
  196. var x0 = minx;
  197. for (var y0 = miny; y0 < maxy; y0 += q) {
  198. // New block line - keep hunting for tri outer edge in old block line dir
  199. while (x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3) {
  200. x0 += qstep;
  201. cb1 += e1x;
  202. cb2 += e2x;
  203. cb3 += e3x;
  204. }
  205. // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
  206. qstep = -qstep;
  207. e1x = -e1x;
  208. e2x = -e2x;
  209. e3x = -e3x;
  210. while (1) {
  211. // Step everything
  212. x0 += qstep;
  213. cb1 += e1x;
  214. cb2 += e2x;
  215. cb3 += e3x;
  216. // We're done with this block line when at least one edge completely out
  217. // If an edge function is too small and decreasing in the current traversal
  218. // dir, we're done with this line.
  219. if (x0 < minx || x0 >= maxx) break;
  220. if (cb1 < nmax1) if (e1x < 0) break; else continue;
  221. if (cb2 < nmax2) if (e2x < 0) break; else continue;
  222. if (cb3 < nmax3) if (e3x < 0) break; else continue;
  223. // We can skip this block if it's already fully covered
  224. var blockX = (x0 / q) | 0;
  225. var blockY = (y0 / q) | 0;
  226. var blockInd = blockX + blockY * canvasWBlocks;
  227. if (block_full[blockInd]) continue;
  228. // Offset at top-left corner
  229. var offset = (x0 + y0 * canvasWidth) * 4;
  230. // Accept whole block when fully covered
  231. if (cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3) {
  232. var cy1 = cb1;
  233. var cy2 = cb2;
  234. for ( var iy = 0; iy < q; iy ++ ) {
  235. var cx1 = cy1;
  236. var cx2 = cy2;
  237. for ( var ix = 0; ix < q; ix ++ ) {
  238. if (!data[offset + 3]) {
  239. var u = cx1 * scale; // 0-255!
  240. var v = cx2 * scale; // 0-255!
  241. data[offset] = u;
  242. data[offset + 1] = v;
  243. data[offset + 2] = 0;
  244. data[offset + 3] = 255;
  245. }
  246. cx1 += dy12;
  247. cx2 += dy23;
  248. offset += 4;
  249. }
  250. cy1 += dx12;
  251. cy2 += dx23;
  252. offset += linestep;
  253. }
  254. block_full[blockInd] = 1;
  255. } else { // Partially covered block
  256. var cy1 = cb1;
  257. var cy2 = cb2;
  258. var cy3 = cb3;
  259. for ( var iy = 0; iy < q; iy ++ ) {
  260. var cx1 = cy1;
  261. var cx2 = cy2;
  262. var cx3 = cy3;
  263. for ( var ix = 0; ix < q; ix ++ ) {
  264. if ( (cx1 | cx2 | cx3) >= 0 && !data[offset+3]) {
  265. var u = cx1 * scale; // 0-255!
  266. var v = cx2 * scale; // 0-255!
  267. data[offset] = u;
  268. data[offset + 1] = v;
  269. data[offset + 2] = 0;
  270. data[offset + 3] = 255;
  271. }
  272. cx1 += dy12;
  273. cx2 += dy23;
  274. cx3 += dy31;
  275. offset += 4;
  276. }
  277. cy1 += dx12;
  278. cy2 += dx23;
  279. cy3 += dx31;
  280. offset += linestep;
  281. }
  282. }
  283. }
  284. // Advance to next row of blocks
  285. cb1 += q*dx12;
  286. cb2 += q*dx23;
  287. cb3 += q*dx31;
  288. }
  289. }
  290. function normalToComponent( normal ) {
  291. var component = ( normal + 1 ) * 127;
  292. return component < 0 ? 0 : ( component > 255 ? 255 : component );
  293. }
  294. };