SoftwareRenderer2.js 6.4 KB

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  1. /**
  2. * @author mr.doob / http://mrdoob.com/
  3. */
  4. THREE.SoftwareRenderer2 = 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 rectx1 = 0, recty1 = 0;
  15. var rectx2 = 0, recty2 = 0;
  16. var prevrectx1 = 0, prevrecty1 = 0;
  17. var prevrectx2 = 0, prevrecty2 = 0;
  18. var projector = new THREE.Projector();
  19. this.domElement = canvas;
  20. this.autoClear = true;
  21. this.setSize = function ( width, height ) {
  22. canvas.width = width;
  23. canvas.height = height;
  24. canvasWidth = canvas.width;
  25. canvasHeight = canvas.height;
  26. canvasWidthHalf = width / 2;
  27. canvasHeightHalf = height / 2;
  28. imagedata = context.getImageData( 0, 0, width, height );
  29. data = imagedata.data;
  30. };
  31. this.clear = function () {
  32. clearRectangle( prevrectx1, prevrecty1, prevrectx2, prevrecty2 );
  33. };
  34. this.render = function ( scene, camera ) {
  35. rectx1 = canvasWidth;
  36. recty1 = canvasHeight;
  37. rectx2 = 0;
  38. recty2 = 0;
  39. if ( this.autoClear ) this.clear();
  40. var renderData = projector.projectScene( scene, camera );
  41. var elements = renderData.elements;
  42. elements.sort( function painterSort( a, b ) { return a.z - b.z; } );
  43. for ( var e = 0, el = elements.length; e < el; e ++ ) {
  44. var element = elements[ e ];
  45. if ( element instanceof THREE.RenderableFace3 ) {
  46. var v1 = element.v1.positionScreen;
  47. var v2 = element.v2.positionScreen;
  48. var v3 = element.v3.positionScreen;
  49. drawTriangle(
  50. v1.x * canvasWidthHalf + canvasWidthHalf,
  51. - v1.y * canvasHeightHalf + canvasHeightHalf,
  52. 0xff0000,
  53. v2.x * canvasWidthHalf + canvasWidthHalf,
  54. - v2.y * canvasHeightHalf + canvasHeightHalf,
  55. 0x00ff00,
  56. v3.x * canvasWidthHalf + canvasWidthHalf,
  57. - v3.y * canvasHeightHalf + canvasHeightHalf,
  58. 0x0000ff
  59. )
  60. } else if ( element instanceof THREE.RenderableFace4 ) {
  61. var v1 = element.v1.positionScreen;
  62. var v2 = element.v2.positionScreen;
  63. var v3 = element.v3.positionScreen;
  64. var v4 = element.v4.positionScreen;
  65. drawTriangle(
  66. v1.x * canvasWidthHalf + canvasWidthHalf,
  67. - v1.y * canvasHeightHalf + canvasHeightHalf,
  68. 0xff0000,
  69. v2.x * canvasWidthHalf + canvasWidthHalf,
  70. - v2.y * canvasHeightHalf + canvasHeightHalf,
  71. 0x00ff00,
  72. v3.x * canvasWidthHalf + canvasWidthHalf,
  73. - v3.y * canvasHeightHalf + canvasHeightHalf,
  74. 0x0000ff
  75. );
  76. drawTriangle(
  77. v3.x * canvasWidthHalf + canvasWidthHalf,
  78. - v3.y * canvasHeightHalf + canvasHeightHalf,
  79. 0x0000ff,
  80. v4.x * canvasWidthHalf + canvasWidthHalf,
  81. - v4.y * canvasHeightHalf + canvasHeightHalf,
  82. 0xff00ff,
  83. v1.x * canvasWidthHalf + canvasWidthHalf,
  84. - v1.y * canvasHeightHalf + canvasHeightHalf,
  85. 0xff0000
  86. );
  87. }
  88. }
  89. var x = Math.min( rectx1, prevrectx1 );
  90. var y = Math.min( recty1, prevrecty1 );
  91. var width = Math.max( rectx2, prevrectx2 ) - x;
  92. var height = Math.max( recty2, prevrecty2 ) - y;
  93. context.putImageData( imagedata, 0, 0, x, y, width, height );
  94. prevrectx1 = rectx1; prevrecty1 = recty1;
  95. prevrectx2 = rectx2; prevrecty2 = recty2;
  96. };
  97. function drawPixel( x, y, r, g, b ) {
  98. var offset = ( x + y * canvasWidth ) * 4;
  99. if ( data[ offset + 3 ] ) return;
  100. data[ offset ] = r;
  101. data[ offset + 1 ] = g;
  102. data[ offset + 2 ] = b;
  103. data[ offset + 3 ] = 255;
  104. }
  105. /*
  106. function drawRectangle( x1, y1, x2, y2, color ) {
  107. var r = color >> 16 & 255;
  108. var g = color >> 8 & 255;
  109. var b = color & 255;
  110. var xmin = Math.min( x1, x2 ) >> 0;
  111. var xmax = Math.max( x1, x2 ) >> 0;
  112. var ymin = Math.min( y1, y2 ) >> 0;
  113. var ymax = Math.max( y1, y2 ) >> 0;
  114. for ( var y = ymin; y < ymax; y ++ ) {
  115. for ( var x = xmin; x < xmax; x ++ ) {
  116. drawPixel( x, y, r, g, b );
  117. }
  118. }
  119. }
  120. */
  121. function clearRectangle( x1, y1, x2, y2 ) {
  122. var xmin = Math.min( x1, x2 );
  123. var xmax = Math.max( x1, x2 );
  124. var ymin = Math.min( y1, y2 );
  125. var ymax = Math.max( y1, y2 );
  126. for ( var y = ymin; y < ymax; y ++ ) {
  127. for ( var x = xmin; x < xmax; x ++ ) {
  128. data[ ( ( x + y * canvasWidth ) * 4 ) + 3 ] = 0;
  129. }
  130. }
  131. }
  132. function drawTriangle( x1, y1, color1, x2, y2, color2, x3, y3, color3 ) {
  133. // http://devmaster.net/forums/topic/1145-advanced-rasterization/
  134. // 28.4 fixed-point coordinates
  135. var x1 = Math.round( 16 * x1 );
  136. var x2 = Math.round( 16 * x2 );
  137. var x3 = Math.round( 16 * x3 );
  138. var y1 = Math.round( 16 * y1 );
  139. var y2 = Math.round( 16 * y2 );
  140. var y3 = Math.round( 16 * y3 );
  141. // Deltas
  142. var dx12 = x1 - x2;
  143. var dx23 = x2 - x3;
  144. var dx31 = x3 - x1;
  145. var dy12 = y1 - y2;
  146. var dy23 = y2 - y3;
  147. var dy31 = y3 - y1;
  148. // Fixed-point deltas
  149. var fdx12 = dx12 << 4;
  150. var fdx23 = dx23 << 4;
  151. var fdx31 = dx31 << 4;
  152. var fdy12 = dy12 << 4;
  153. var fdy23 = dy23 << 4;
  154. var fdy31 = dy31 << 4;
  155. // Bounding rectangle
  156. var xmin = Math.max( ( Math.min( x1, x2, x3 ) + 0xf ) >> 4, 0 );
  157. var xmax = Math.min( ( Math.max( x1, x2, x3 ) + 0xf ) >> 4, canvasWidth );
  158. var ymin = Math.max( ( Math.min( y1, y2, y3 ) + 0xf ) >> 4, 0 );
  159. var ymax = Math.min( ( Math.max( y1, y2, y3 ) + 0xf ) >> 4, canvasHeight );
  160. rectx1 = Math.min( xmin, rectx1 );
  161. rectx2 = Math.max( xmax, rectx2 );
  162. recty1 = Math.min( ymin, recty1 );
  163. recty2 = Math.max( ymax, recty2 );
  164. // Constant part of half-edge functions
  165. var c1 = dy12 * x1 - dx12 * y1;
  166. var c2 = dy23 * x2 - dx23 * y2;
  167. var c3 = dy31 * x3 - dx31 * y3;
  168. // Correct for fill convention
  169. if ( dy12 < 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  170. if ( dy23 < 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  171. if ( dy31 < 0 || ( dy31 == 0 && dx31 > 0 ) ) c3++;
  172. var cy1 = c1 + dx12 * ( ymin << 4 ) - dy12 * ( xmin << 4 );
  173. var cy2 = c2 + dx23 * ( ymin << 4 ) - dy23 * ( xmin << 4 );
  174. var cy3 = c3 + dx31 * ( ymin << 4 ) - dy31 * ( xmin << 4 );
  175. // Scan through bounding rectangle
  176. for ( var y = ymin; y < ymax; y ++ ) {
  177. // Start value for horizontal scan
  178. var cx1 = cy1;
  179. var cx2 = cy2;
  180. var cx3 = cy3;
  181. for ( var x = xmin; x < xmax; x ++ ) {
  182. if ( cx1 > 0 && cx2 > 0 && cx3 > 0 ) {
  183. drawPixel( x, y, 255, 0, 0 );
  184. }
  185. cx1 -= fdy12;
  186. cx2 -= fdy23;
  187. cx3 -= fdy31;
  188. }
  189. cy1 += fdx12;
  190. cy2 += fdx23;
  191. cy3 += fdx31;
  192. }
  193. }
  194. };