SoftwareRenderer2.js 4.8 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 projector = new THREE.Projector();
  15. this.domElement = canvas;
  16. this.autoClear = true;
  17. this.setSize = function ( width, height ) {
  18. canvas.width = width;
  19. canvas.height = height;
  20. canvasWidth = canvas.width;
  21. canvasHeight = canvas.height;
  22. canvasWidthHalf = width / 2;
  23. canvasHeightHalf = height / 2;
  24. imagedata = context.getImageData( 0, 0, width, height );
  25. data = imagedata.data;
  26. };
  27. this.clear = function () {
  28. for ( var i = 3, l = data.length; i < l; i += 4 ) {
  29. data[ i ] = 0;
  30. }
  31. };
  32. this.render = function ( scene, camera ) {
  33. var m, ml, element, material, dom, v1x, v1y;
  34. if ( this.autoClear ) this.clear();
  35. var renderData = projector.projectScene( scene, camera );
  36. var elements = renderData.elements;
  37. elements.sort( function painterSort( a, b ) { return a.z - b.z; } );
  38. for ( var e = 0, el = elements.length; e < el; e ++ ) {
  39. var element = elements[ e ];
  40. if ( element instanceof THREE.RenderableFace3 ) {
  41. var v1 = element.v1.positionScreen;
  42. var v2 = element.v2.positionScreen;
  43. var v3 = element.v3.positionScreen;
  44. drawTriangle(
  45. v1.x * canvasWidthHalf + canvasWidthHalf,
  46. - v1.y * canvasHeightHalf + canvasHeightHalf,
  47. 0xff0000,
  48. v2.x * canvasWidthHalf + canvasWidthHalf,
  49. - v2.y * canvasHeightHalf + canvasHeightHalf,
  50. 0x00ff00,
  51. v3.x * canvasWidthHalf + canvasWidthHalf,
  52. - v3.y * canvasHeightHalf + canvasHeightHalf,
  53. 0x0000ff
  54. )
  55. } else if ( element instanceof THREE.RenderableFace4 ) {
  56. var v1 = element.v1.positionScreen;
  57. var v2 = element.v2.positionScreen;
  58. var v3 = element.v3.positionScreen;
  59. var v4 = element.v4.positionScreen;
  60. drawTriangle(
  61. v1.x * canvasWidthHalf + canvasWidthHalf,
  62. - v1.y * canvasHeightHalf + canvasHeightHalf,
  63. 0xff0000,
  64. v2.x * canvasWidthHalf + canvasWidthHalf,
  65. - v2.y * canvasHeightHalf + canvasHeightHalf,
  66. 0x00ff00,
  67. v3.x * canvasWidthHalf + canvasWidthHalf,
  68. - v3.y * canvasHeightHalf + canvasHeightHalf,
  69. 0x0000ff
  70. );
  71. drawTriangle(
  72. v3.x * canvasWidthHalf + canvasWidthHalf,
  73. - v3.y * canvasHeightHalf + canvasHeightHalf,
  74. 0x0000ff,
  75. v4.x * canvasWidthHalf + canvasWidthHalf,
  76. - v4.y * canvasHeightHalf + canvasHeightHalf,
  77. 0xff00ff,
  78. v1.x * canvasWidthHalf + canvasWidthHalf,
  79. - v1.y * canvasHeightHalf + canvasHeightHalf,
  80. 0xff0000
  81. );
  82. }
  83. }
  84. context.putImageData( imagedata, 0, 0 );
  85. };
  86. function drawPixel( x, y, r, g, b ) {
  87. var offset = ( x + y * canvasWidth ) * 4;
  88. if ( data[ offset + 3 ] ) return;
  89. data[ offset ] = r;
  90. data[ offset + 1 ] = g;
  91. data[ offset + 2 ] = b;
  92. data[ offset + 3 ] = 255;
  93. }
  94. /*
  95. function drawRectangle( x1, y1, x2, y2, color ) {
  96. var r = color >> 16 & 255;
  97. var g = color >> 8 & 255;
  98. var b = color & 255;
  99. var xmin = Math.min( x1, x2 ) >> 0;
  100. var xmax = Math.max( x1, x2 ) >> 0;
  101. var ymin = Math.min( y1, y2 ) >> 0;
  102. var ymax = Math.max( y1, y2 ) >> 0;
  103. for ( var y = ymin; y < ymax; y ++ ) {
  104. for ( var x = xmin; x < xmax; x ++ ) {
  105. drawPixel( x, y, r, g, b );
  106. }
  107. }
  108. }
  109. */
  110. function drawTriangle( x1, y1, color1, x2, y2, color2, x3, y3, color3 ) {
  111. // http://devmaster.net/forums/topic/1145-advanced-rasterization/
  112. // Deltas
  113. var dx12 = x1 - x2;
  114. var dx23 = x2 - x3;
  115. var dx31 = x3 - x1;
  116. var dy12 = y1 - y2;
  117. var dy23 = y2 - y3;
  118. var dy31 = y3 - y1;
  119. // Bounding rectangle
  120. var minx = Math.max( Math.min( x1, x2, x3 ) >> 0, 0 );
  121. var maxx = Math.min( Math.max( x1, x2, x3 ) >> 0, canvasWidth );
  122. var miny = Math.max( Math.min( y1, y2, y3 ) >> 0, 0 );
  123. var maxy = Math.min( Math.max( y1, y2, y3 ) >> 0, canvasHeight );
  124. // Constant part of half-edge functions
  125. var c1 = dy12 * x1 - dx12 * y1;
  126. var c2 = dy23 * x2 - dx23 * y2;
  127. var c3 = dy31 * x3 - dx31 * y3;
  128. var cy1 = c1 + dx12 * miny - dy12 * minx;
  129. var cy2 = c2 + dx23 * miny - dy23 * minx;
  130. var cy3 = c3 + dx31 * miny - dy31 * minx;
  131. // Scan through bounding rectangle
  132. for ( var y = miny; y < maxy; y ++ ) {
  133. // Start value for horizontal scan
  134. var cx1 = cy1;
  135. var cx2 = cy2;
  136. var cx3 = cy3;
  137. for ( var x = minx; x < maxx; x ++ ) {
  138. if ( cx1 > 0 && cx2 > 0 && cx3 > 0 ) {
  139. drawPixel( x, y, 255, 0, 0 );
  140. }
  141. cx1 -= dy12;
  142. cx2 -= dy23;
  143. cx3 -= dy31;
  144. }
  145. cy1 += dx12;
  146. cy2 += dx23;
  147. cy3 += dx31;
  148. }
  149. }
  150. };