SoftwareRenderer2.js 9.5 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( painterSort );
  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. v2.x * canvasWidthHalf + canvasWidthHalf,
  53. - v2.y * canvasHeightHalf + canvasHeightHalf,
  54. v3.x * canvasWidthHalf + canvasWidthHalf,
  55. - v3.y * canvasHeightHalf + canvasHeightHalf,
  56. normalToComponent( element.normalWorld.x ),
  57. normalToComponent( element.normalWorld.y ),
  58. normalToComponent( element.normalWorld.z )
  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. v2.x * canvasWidthHalf + canvasWidthHalf,
  69. - v2.y * canvasHeightHalf + canvasHeightHalf,
  70. v3.x * canvasWidthHalf + canvasWidthHalf,
  71. - v3.y * canvasHeightHalf + canvasHeightHalf,
  72. normalToComponent( element.normalWorld.x ),
  73. normalToComponent( element.normalWorld.y ),
  74. normalToComponent( element.normalWorld.z )
  75. );
  76. drawTriangle(
  77. v3.x * canvasWidthHalf + canvasWidthHalf,
  78. - v3.y * canvasHeightHalf + canvasHeightHalf,
  79. v4.x * canvasWidthHalf + canvasWidthHalf,
  80. - v4.y * canvasHeightHalf + canvasHeightHalf,
  81. v1.x * canvasWidthHalf + canvasWidthHalf,
  82. - v1.y * canvasHeightHalf + canvasHeightHalf,
  83. normalToComponent( element.normalWorld.x ),
  84. normalToComponent( element.normalWorld.y ),
  85. normalToComponent( element.normalWorld.z )
  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 painterSort( a, b ) {
  98. return a.z - b.z;
  99. }
  100. function drawPixel( x, y, r, g, b ) {
  101. var offset = ( x + y * canvasWidth ) * 4;
  102. if ( data[ offset + 3 ] ) return;
  103. data[ offset ] = r;
  104. data[ offset + 1 ] = g;
  105. data[ offset + 2 ] = b;
  106. data[ offset + 3 ] = 255;
  107. }
  108. function clearRectangle( x1, y1, x2, y2 ) {
  109. var xmin = Math.min( x1, x2 );
  110. var xmax = Math.max( x1, x2 );
  111. var ymin = Math.min( y1, y2 );
  112. var ymax = Math.max( y1, y2 );
  113. for ( var y = ymin; y < ymax; y ++ ) {
  114. for ( var x = xmin; x < xmax; x ++ ) {
  115. data[ ( ( x + y * canvasWidth ) * 4 ) + 3 ] = 0;
  116. }
  117. }
  118. }
  119. function drawTriangle( x1, y1, x2, y2, x3, y3, r, g, b ) {
  120. // http://devmaster.net/forums/topic/1145-advanced-rasterization/
  121. // 28.4 fixed-point coordinates
  122. var x1 = Math.round( 16 * x1 );
  123. var x2 = Math.round( 16 * x2 );
  124. var x3 = Math.round( 16 * x3 );
  125. var y1 = Math.round( 16 * y1 );
  126. var y2 = Math.round( 16 * y2 );
  127. var y3 = Math.round( 16 * y3 );
  128. // Deltas
  129. var dx12 = x1 - x2;
  130. var dx23 = x2 - x3;
  131. var dx31 = x3 - x1;
  132. var dy12 = y1 - y2;
  133. var dy23 = y2 - y3;
  134. var dy31 = y3 - y1;
  135. // Fixed-point deltas
  136. var fdx12 = dx12 << 4;
  137. var fdx23 = dx23 << 4;
  138. var fdx31 = dx31 << 4;
  139. var fdy12 = dy12 << 4;
  140. var fdy23 = dy23 << 4;
  141. var fdy31 = dy31 << 4;
  142. // Bounding rectangle
  143. var xmin = Math.max( ( Math.min( x1, x2, x3 ) + 0xf ) >> 4, 0 );
  144. var xmax = Math.min( ( Math.max( x1, x2, x3 ) + 0xf ) >> 4, canvasWidth );
  145. var ymin = Math.max( ( Math.min( y1, y2, y3 ) + 0xf ) >> 4, 0 );
  146. var ymax = Math.min( ( Math.max( y1, y2, y3 ) + 0xf ) >> 4, canvasHeight );
  147. rectx1 = Math.min( xmin, rectx1 );
  148. rectx2 = Math.max( xmax, rectx2 );
  149. recty1 = Math.min( ymin, recty1 );
  150. recty2 = Math.max( ymax, recty2 );
  151. // Constant part of half-edge functions
  152. var c1 = dy12 * x1 - dx12 * y1;
  153. var c2 = dy23 * x2 - dx23 * y2;
  154. var c3 = dy31 * x3 - dx31 * y3;
  155. // Correct for fill convention
  156. if ( dy12 < 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  157. if ( dy23 < 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  158. if ( dy31 < 0 || ( dy31 == 0 && dx31 > 0 ) ) c3++;
  159. var cy1 = c1 + dx12 * ( ymin << 4 ) - dy12 * ( xmin << 4 );
  160. var cy2 = c2 + dx23 * ( ymin << 4 ) - dy23 * ( xmin << 4 );
  161. var cy3 = c3 + dx31 * ( ymin << 4 ) - dy31 * ( xmin << 4 );
  162. // Scan through bounding rectangle
  163. for ( var y = ymin; y < ymax; y ++ ) {
  164. // Start value for horizontal scan
  165. var cx1 = cy1;
  166. var cx2 = cy2;
  167. var cx3 = cy3;
  168. for ( var x = xmin; x < xmax; x ++ ) {
  169. if ( cx1 > 0 && cx2 > 0 && cx3 > 0 ) {
  170. drawPixel( x, y, r, g, b );
  171. }
  172. cx1 -= fdy12;
  173. cx2 -= fdy23;
  174. cx3 -= fdy31;
  175. }
  176. cy1 += fdx12;
  177. cy2 += fdx23;
  178. cy3 += fdx31;
  179. }
  180. }
  181. function drawTriangleColor3( x1, y1, x2, y2, x3, y3, color1, color2, color3 ) {
  182. // http://devmaster.net/forums/topic/1145-advanced-rasterization/
  183. var r1 = color1 >> 16 & 255;
  184. var r2 = color2 >> 16 & 255;
  185. var r3 = color3 >> 16 & 255;
  186. var g1 = color1 >> 8 & 255;
  187. var g2 = color2 >> 8 & 255;
  188. var g3 = color3 >> 8 & 255;
  189. var b1 = color1 & 255;
  190. var b2 = color2 & 255;
  191. var b3 = color3 & 255;
  192. var deltasr = computeDelta( x1, y1, r1, x2, y2, r2, x3, y3, r3 );
  193. var deltasg = computeDelta( x1, y1, g1, x2, y2, g2, x3, y3, g3 );
  194. var deltasb = computeDelta( x1, y1, b1, x2, y2, b2, x3, y3, b3 );
  195. // 28.4 fixed-point coordinates
  196. var X1 = Math.round( 16 * x1 );
  197. var X2 = Math.round( 16 * x2 );
  198. var X3 = Math.round( 16 * x3 );
  199. var Y1 = Math.round( 16 * y1 );
  200. var Y2 = Math.round( 16 * y2 );
  201. var Y3 = Math.round( 16 * y3 );
  202. // Deltas
  203. var dx12 = X1 - X2;
  204. var dx23 = X2 - X3;
  205. var dx31 = X3 - X1;
  206. var dy12 = Y1 - Y2;
  207. var dy23 = Y2 - Y3;
  208. var dy31 = Y3 - Y1;
  209. // Fixed-point deltas
  210. var fdx = [ dx12 << 4, dx23 << 4, dx31 << 4 ];
  211. var fdy = [ dy12 << 4, dy23 << 4, dy31 << 4 ];
  212. // Bounding rectangle
  213. var minx = Math.max( ( Math.min( X1, X2, X3 ) + 0xf ) >> 4, 0 );
  214. var maxx = Math.min( ( Math.max( X1, X2, X3 ) + 0xf ) >> 4, canvasWidth );
  215. var miny = Math.max( ( Math.min( Y1, Y2, Y3 ) + 0xf ) >> 4, 0 );
  216. var maxy = Math.min( ( Math.max( Y1, Y2, Y3 ) + 0xf ) >> 4, canvasHeight );
  217. // Constant part of half-edge functions
  218. var c1 = dy12 * X1 - dx12 * Y1;
  219. var c2 = dy23 * X2 - dx23 * Y2;
  220. var c3 = dy31 * X3 - dx31 * Y3;
  221. // Correct for fill convention
  222. if ( dy12 < 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  223. if ( dy23 < 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  224. if ( dy31 < 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
  225. var cy1 = c1 + dx12 * ( miny << 4 ) - dy12 * ( minx << 4 );
  226. var cy2 = c2 + dx23 * ( miny << 4 ) - dy23 * ( minx << 4 );
  227. var cy3 = c3 + dx31 * ( miny << 4 ) - dy31 * ( minx << 4 );
  228. // Scan through bounding rectangle
  229. var minyx1 = ( minx - x1 );
  230. var minyy1 = ( miny - y1 );
  231. var ry = deltasr[ 1 ] * minyy1;
  232. var gy = deltasg[ 1 ] * minyy1;
  233. var by = deltasb[ 1 ] * minyy1;
  234. for ( var y = miny; y < maxy; y ++ ) {
  235. // Start value for horizontal scan
  236. var cx1 = cy1;
  237. var cx2 = cy2;
  238. var cx3 = cy3;
  239. var rx = deltasr[ 0 ] * minyx1 + ry;
  240. var gx = deltasg[ 0 ] * minyx1 + gy;
  241. var bx = deltasb[ 0 ] * minyx1 + by;
  242. for ( var x = minx; x < maxx; x ++ ) {
  243. if ( cx1 > 0 && cx2 > 0 && cx3 > 0 ) {
  244. drawPixel( x, y, r1 + rx, g1 + gx, b1 + bx );
  245. }
  246. cx1 -= fdy[ 0 ];
  247. cx2 -= fdy[ 1 ];
  248. cx3 -= fdy[ 2 ];
  249. rx += deltasr[ 0 ];
  250. gx += deltasg[ 0 ];
  251. bx += deltasb[ 0 ];
  252. }
  253. cy1 += fdx[ 0 ];
  254. cy2 += fdx[ 1 ];
  255. cy3 += fdx[ 2 ];
  256. ry += deltasr[ 1 ];
  257. gy += deltasg[ 1 ];
  258. by += deltasb[ 1 ];
  259. }
  260. }
  261. function computeDelta( x1, y1, z1, x2, y2, z2, x3, y3, z3 ) {
  262. var A = (z3 - z1) * (y2 - y1) - (z2 - z1) * (y3 - y1);
  263. var B = (x3 - x1) * (z2 - z1) - (x2 - x1) * (z3 - z1);
  264. var C = (x2 - x1) * (y3 - y1) - (x3 - x1) * (y2 - y1);
  265. return [ - A / C, - B / C ];
  266. }
  267. function normalToComponent( normal ) {
  268. var component = ( normal + 1 ) * 127;
  269. return component < 0 ? 0 : ( component > 255 ? 255 : component );
  270. }
  271. };