SoftwareRenderer.js 14 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author ryg / http://farbrausch.de/~fg
  4. * @author mraleph / http://mrale.ph/
  5. */
  6. THREE.SoftwareRenderer = function () {
  7. console.log( 'THREE.SoftwareRenderer', THREE.REVISION );
  8. var canvas = document.createElement( 'canvas' );
  9. var context = canvas.getContext( '2d' );
  10. var shaders = {};
  11. var canvasWidth, canvasHeight;
  12. var canvasWBlocks, canvasHBlocks;
  13. var viewportXScale, viewportYScale, viewportZScale;
  14. var viewportXOffs, viewportYOffs, viewportZOffs;
  15. var imagedata, data, zbuffer;
  16. var numBlocks, blockMaxZ, blockFlags;
  17. var BLOCK_ISCLEAR = (1 << 0);
  18. var BLOCK_NEEDCLEAR = (1 << 1);
  19. var subpixelBits = 4;
  20. var subpixelBias = (1 << subpixelBits) - 1;
  21. var blockShift = 3;
  22. var blockSize = 1 << blockShift;
  23. var maxZVal = (1 << 24); // Note: You want to size this so you don't get overflows.
  24. var rectx1 = Infinity, recty1 = Infinity;
  25. var rectx2 = 0, recty2 = 0;
  26. var prevrectx1 = Infinity, prevrecty1 = Infinity;
  27. var prevrectx2 = 0, prevrecty2 = 0;
  28. var projector = new THREE.Projector();
  29. this.domElement = canvas;
  30. this.autoClear = true;
  31. // WebGLRenderer compatibility
  32. this.supportsVertexTextures = function () {};
  33. this.setFaceCulling = function () {};
  34. this.setSize = function ( width, height ) {
  35. canvasWBlocks = Math.floor( width / blockSize );
  36. canvasHBlocks = Math.floor( height / blockSize );
  37. canvasWidth = canvasWBlocks * blockSize;
  38. canvasHeight = canvasHBlocks * blockSize;
  39. var fixScale = 1 << subpixelBits;
  40. viewportXScale = fixScale * canvasWidth / 2;
  41. viewportYScale = -fixScale * canvasHeight / 2;
  42. viewportZScale = maxZVal / 2;
  43. viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
  44. viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
  45. viewportZOffs = maxZVal / 2 + 0.5;
  46. canvas.width = canvasWidth;
  47. canvas.height = canvasHeight;
  48. imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
  49. data = imagedata.data;
  50. zbuffer = new Int32Array( data.length / 4 );
  51. numBlocks = canvasWBlocks * canvasHBlocks;
  52. blockMaxZ = new Int32Array( numBlocks );
  53. blockFlags = new Uint8Array( numBlocks );
  54. for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
  55. zbuffer[ i ] = maxZVal;
  56. }
  57. for ( var i = 0; i < numBlocks; i ++ ) {
  58. blockFlags[ i ] = BLOCK_ISCLEAR;
  59. }
  60. };
  61. this.setSize( canvas.width, canvas.height );
  62. this.clear = function () {
  63. for ( var i = 0; i < numBlocks; i ++ ) {
  64. blockMaxZ[ i ] = maxZVal;
  65. blockFlags[ i ] = (blockFlags[ i ] & BLOCK_ISCLEAR) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR;
  66. }
  67. };
  68. this.render = function ( scene, camera ) {
  69. rectx1 = Infinity;
  70. recty1 = Infinity;
  71. rectx2 = 0;
  72. recty2 = 0;
  73. if ( this.autoClear ) this.clear();
  74. var renderData = projector.projectScene( scene, camera );
  75. var elements = renderData.elements;
  76. for ( var e = 0, el = elements.length; e < el; e ++ ) {
  77. var element = elements[ e ];
  78. var material = element.material;
  79. var shader = getMaterialShader( material );
  80. if ( element instanceof THREE.RenderableFace3 ) {
  81. drawTriangle(
  82. element.v1.positionScreen,
  83. element.v2.positionScreen,
  84. element.v3.positionScreen,
  85. shader, material
  86. )
  87. } else if ( element instanceof THREE.RenderableFace4 ) {
  88. drawTriangle(
  89. element.v1.positionScreen,
  90. element.v2.positionScreen,
  91. element.v4.positionScreen,
  92. shader, material
  93. );
  94. drawTriangle(
  95. element.v2.positionScreen,
  96. element.v3.positionScreen,
  97. element.v4.positionScreen,
  98. shader, material
  99. );
  100. }
  101. }
  102. finishClear();
  103. var x = Math.min( rectx1, prevrectx1 );
  104. var y = Math.min( recty1, prevrecty1 );
  105. var width = Math.max( rectx2, prevrectx2 ) - x;
  106. var height = Math.max( recty2, prevrecty2 ) - y;
  107. /*
  108. // debug; draw zbuffer
  109. for ( var i = 0, l = zbuffer.length; i < l; i++ ) {
  110. var o = i * 4;
  111. var v = (65535 - zbuffer[ i ]) >> 3;
  112. data[ o + 0 ] = v;
  113. data[ o + 1 ] = v;
  114. data[ o + 2 ] = v;
  115. data[ o + 3 ] = 255;
  116. }
  117. */
  118. if ( x !== Infinity ) {
  119. context.putImageData( imagedata, 0, 0, x, y, width, height );
  120. }
  121. prevrectx1 = rectx1; prevrecty1 = recty1;
  122. prevrectx2 = rectx2; prevrecty2 = recty2;
  123. };
  124. function getMaterialShader( material ) {
  125. var id = material.id;
  126. var shader = shaders[ id ];
  127. if ( shaders[ id ] === undefined ) {
  128. if ( material instanceof THREE.MeshBasicMaterial ) {
  129. shader = new Function(
  130. 'buffer, offset, u, v, material',
  131. [
  132. 'buffer[ offset ] = material.color.r * 255;',
  133. 'buffer[ offset + 1 ] = material.color.g * 255;',
  134. 'buffer[ offset + 2 ] = material.color.b * 255;',
  135. 'buffer[ offset + 3 ] = material.opacity * 255;',
  136. ].join('\n')
  137. );
  138. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  139. shader = new Function(
  140. 'buffer, offset, u, v, material',
  141. [
  142. 'buffer[ offset ] = material.color.r * 255;',
  143. 'buffer[ offset + 1 ] = material.color.g * 255;',
  144. 'buffer[ offset + 2 ] = material.color.b * 255;',
  145. 'buffer[ offset + 3 ] = material.opacity * 255;',
  146. ].join('\n')
  147. );
  148. } else {
  149. shader = new Function(
  150. 'buffer, offset, u, v',
  151. [
  152. 'buffer[ offset ] = u * 255;',
  153. 'buffer[ offset + 1 ] = v * 255;',
  154. 'buffer[ offset + 2 ] = 0;',
  155. 'buffer[ offset + 3 ] = 255;'
  156. ].join('\n')
  157. );
  158. }
  159. shaders[ id ] = shader;
  160. }
  161. return shader;
  162. }
  163. function clearRectangle( x1, y1, x2, y2 ) {
  164. var xmin = Math.max( Math.min( x1, x2 ), 0 );
  165. var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
  166. var ymin = Math.max( Math.min( y1, y2 ), 0 );
  167. var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
  168. var offset = ( xmin + ymin * canvasWidth - 1 ) * 4 + 3;
  169. var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
  170. for ( var y = ymin; y < ymax; y ++ ) {
  171. for ( var x = xmin; x < xmax; x ++ ) {
  172. data[ offset += 4 ] = 0;
  173. }
  174. offset += linestep;
  175. }
  176. }
  177. function drawTriangle( v1, v2, v3, shader, material ) {
  178. // TODO: Implement per-pixel z-clipping
  179. if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 || v3.z < -1 || v3.z > 1 ) return;
  180. // https://gist.github.com/2486101
  181. // explanation: http://pouet.net/topic.php?which=8760&page=1
  182. // 28.4 fixed-point coordinates
  183. var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
  184. var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
  185. var x3 = (v3.x * viewportXScale + viewportXOffs) | 0;
  186. var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
  187. var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
  188. var y3 = (v3.y * viewportYScale + viewportYOffs) | 0;
  189. // Z values (.28 fixed-point)
  190. var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
  191. var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
  192. var z3 = (v3.z * viewportZScale + viewportZOffs) | 0;
  193. // Deltas
  194. var dx12 = x1 - x2, dy12 = y2 - y1;
  195. var dx23 = x2 - x3, dy23 = y3 - y2;
  196. var dx31 = x3 - x1, dy31 = y1 - y3;
  197. // Bounding rectangle
  198. var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
  199. var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  200. var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
  201. var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  202. rectx1 = Math.min( minx, rectx1 );
  203. rectx2 = Math.max( maxx, rectx2 );
  204. recty1 = Math.min( miny, recty1 );
  205. recty2 = Math.max( maxy, recty2 );
  206. // Block size, standard 8x8 (must be power of two)
  207. var q = blockSize;
  208. // Start in corner of 8x8 block
  209. minx &= ~(q - 1);
  210. miny &= ~(q - 1);
  211. // Constant part of half-edge functions
  212. var c1 = dy12 * ((minx << subpixelBits) - x1) + dx12 * ((miny << subpixelBits) - y1);
  213. var c2 = dy23 * ((minx << subpixelBits) - x2) + dx23 * ((miny << subpixelBits) - y2);
  214. var c3 = dy31 * ((minx << subpixelBits) - x3) + dx31 * ((miny << subpixelBits) - y3);
  215. // Correct for fill convention
  216. if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  217. if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  218. if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
  219. // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
  220. // It's a bit subtle. :)
  221. c1 = (c1 - 1) >> subpixelBits;
  222. c2 = (c2 - 1) >> subpixelBits;
  223. c3 = (c3 - 1) >> subpixelBits;
  224. // Z interpolation setup
  225. var dz12 = z1 - z2, dz31 = z3 - z1;
  226. var invDet = 1.0 / (dx12*dy31 - dx31*dy12);
  227. var dzdx = (invDet * (dz12*dy31 - dz31*dy12)); // dz per one subpixel step in x
  228. var dzdy = (invDet * (dz12*dx31 - dx12*dz31)); // dz per one subpixel step in y
  229. // Z at top/left corner of rast area
  230. var cz = ( z1 + ((minx << subpixelBits) - x1) * dzdx + ((miny << subpixelBits) - y1) * dzdy ) | 0;
  231. // Z pixel steps
  232. var zfixscale = (1 << subpixelBits);
  233. dzdx = (dzdx * zfixscale) | 0;
  234. dzdy = (dzdy * zfixscale) | 0;
  235. // Set up min/max corners
  236. var qm1 = q - 1; // for convenience
  237. var nmin1 = 0, nmax1 = 0;
  238. var nmin2 = 0, nmax2 = 0;
  239. var nmin3 = 0, nmax3 = 0;
  240. var nminz = 0, nmaxz = 0;
  241. if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
  242. if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
  243. if (dx23 >= 0) nmax2 -= qm1*dx23; else nmin2 -= qm1*dx23;
  244. if (dy23 >= 0) nmax2 -= qm1*dy23; else nmin2 -= qm1*dy23;
  245. if (dx31 >= 0) nmax3 -= qm1*dx31; else nmin3 -= qm1*dx31;
  246. if (dy31 >= 0) nmax3 -= qm1*dy31; else nmin3 -= qm1*dy31;
  247. if (dzdx >= 0) nmaxz += qm1*dzdx; else nminz += qm1*dzdx;
  248. if (dzdy >= 0) nmaxz += qm1*dzdy; else nminz += qm1*dzdy;
  249. // Loop through blocks
  250. var linestep = canvasWidth - q;
  251. var scale = 1.0 / (c1 + c2 + c3);
  252. var cb1 = c1;
  253. var cb2 = c2;
  254. var cb3 = c3;
  255. var cbz = cz;
  256. var qstep = -q;
  257. var e1x = qstep * dy12;
  258. var e2x = qstep * dy23;
  259. var e3x = qstep * dy31;
  260. var ezx = qstep * dzdx;
  261. var x0 = minx;
  262. for ( var y0 = miny; y0 < maxy; y0 += q ) {
  263. // New block line - keep hunting for tri outer edge in old block line dir
  264. while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
  265. x0 += qstep;
  266. cb1 += e1x;
  267. cb2 += e2x;
  268. cb3 += e3x;
  269. cbz += ezx;
  270. }
  271. // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
  272. qstep = -qstep;
  273. e1x = -e1x;
  274. e2x = -e2x;
  275. e3x = -e3x;
  276. ezx = -ezx;
  277. while ( 1 ) {
  278. // Step everything
  279. x0 += qstep;
  280. cb1 += e1x;
  281. cb2 += e2x;
  282. cb3 += e3x;
  283. cbz += ezx;
  284. // We're done with this block line when at least one edge completely out
  285. // If an edge function is too small and decreasing in the current traversal
  286. // dir, we're done with this line.
  287. if (x0 < minx || x0 >= maxx) break;
  288. if (cb1 < nmax1) if (e1x < 0) break; else continue;
  289. if (cb2 < nmax2) if (e2x < 0) break; else continue;
  290. if (cb3 < nmax3) if (e3x < 0) break; else continue;
  291. // We can skip this block if it's already fully covered
  292. var blockX = x0 >> blockShift;
  293. var blockY = y0 >> blockShift;
  294. var blockId = blockX + blockY * canvasWBlocks;
  295. var minz = cbz + nminz;
  296. // farthest point in block closer than closest point in our tri?
  297. if ( blockMaxZ[ blockId ] < minz ) continue;
  298. // Need to do a deferred clear?
  299. var bflags = blockFlags[ blockId ];
  300. if ( bflags & BLOCK_NEEDCLEAR) clearBlock( blockX, blockY );
  301. blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  302. // Offset at top-left corner
  303. var offset = x0 + y0 * canvasWidth;
  304. // Accept whole block when fully covered
  305. if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
  306. var maxz = cbz + nmaxz;
  307. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  308. var cy1 = cb1;
  309. var cy2 = cb2;
  310. var cyz = cbz;
  311. for ( var iy = 0; iy < q; iy ++ ) {
  312. var cx1 = cy1;
  313. var cx2 = cy2;
  314. var cxz = cyz;
  315. for ( var ix = 0; ix < q; ix ++ ) {
  316. var z = cxz;
  317. if ( z < zbuffer[ offset ] ) {
  318. zbuffer[ offset ] = z;
  319. var u = cx1 * scale;
  320. var v = cx2 * scale;
  321. shader( data, offset * 4, u, v, material );
  322. }
  323. cx1 += dy12;
  324. cx2 += dy23;
  325. cxz += dzdx;
  326. offset++;
  327. }
  328. cy1 += dx12;
  329. cy2 += dx23;
  330. cyz += dzdy;
  331. offset += linestep;
  332. }
  333. } else { // Partially covered block
  334. var cy1 = cb1;
  335. var cy2 = cb2;
  336. var cy3 = cb3;
  337. var cyz = cbz;
  338. for ( var iy = 0; iy < q; iy ++ ) {
  339. var cx1 = cy1;
  340. var cx2 = cy2;
  341. var cx3 = cy3;
  342. var cxz = cyz;
  343. for ( var ix = 0; ix < q; ix ++ ) {
  344. if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
  345. var z = cxz;
  346. if ( z < zbuffer[ offset ] ) {
  347. var u = cx1 * scale;
  348. var v = cx2 * scale;
  349. zbuffer[ offset ] = z;
  350. shader( data, offset * 4, u, v, material );
  351. }
  352. }
  353. cx1 += dy12;
  354. cx2 += dy23;
  355. cx3 += dy31;
  356. cxz += dzdx;
  357. offset++;
  358. }
  359. cy1 += dx12;
  360. cy2 += dx23;
  361. cy3 += dx31;
  362. cyz += dzdy;
  363. offset += linestep;
  364. }
  365. }
  366. }
  367. // Advance to next row of blocks
  368. cb1 += q*dx12;
  369. cb2 += q*dx23;
  370. cb3 += q*dx31;
  371. cbz += q*dzdy;
  372. }
  373. }
  374. function clearBlock( blockX, blockY ) {
  375. var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
  376. var poffset = zoffset * 4 + 3;
  377. var zlinestep = canvasWidth - blockSize;
  378. var plinestep = zlinestep * 4;
  379. for ( var y = 0; y < blockSize; y ++ ) {
  380. for ( var x = 0; x < blockSize; x ++ ) {
  381. zbuffer[ zoffset ] = maxZVal;
  382. data[ poffset ] = 0;
  383. zoffset ++;
  384. poffset += 4;
  385. }
  386. zoffset += zlinestep;
  387. poffset += plinestep;
  388. }
  389. }
  390. function finishClear( ) {
  391. var block = 0;
  392. for ( var y = 0; y < canvasHBlocks; y ++ ) {
  393. for ( var x = 0; x < canvasWBlocks; x ++ ) {
  394. if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
  395. clearBlock( x, y );
  396. blockFlags[ block ] = BLOCK_ISCLEAR;
  397. }
  398. block ++;
  399. }
  400. }
  401. }
  402. };