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.setClearColor = function ( color, alpha ) {
  35. // TODO
  36. };
  37. this.setSize = function ( width, height ) {
  38. canvasWBlocks = Math.floor( width / blockSize );
  39. canvasHBlocks = Math.floor( height / blockSize );
  40. canvasWidth = canvasWBlocks * blockSize;
  41. canvasHeight = canvasHBlocks * blockSize;
  42. var fixScale = 1 << subpixelBits;
  43. viewportXScale = fixScale * canvasWidth / 2;
  44. viewportYScale = -fixScale * canvasHeight / 2;
  45. viewportZScale = maxZVal / 2;
  46. viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
  47. viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
  48. viewportZOffs = maxZVal / 2 + 0.5;
  49. canvas.width = canvasWidth;
  50. canvas.height = canvasHeight;
  51. imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
  52. data = imagedata.data;
  53. zbuffer = new Int32Array( data.length / 4 );
  54. numBlocks = canvasWBlocks * canvasHBlocks;
  55. blockMaxZ = new Int32Array( numBlocks );
  56. blockFlags = new Uint8Array( numBlocks );
  57. for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
  58. zbuffer[ i ] = maxZVal;
  59. }
  60. for ( var i = 0; i < numBlocks; i ++ ) {
  61. blockFlags[ i ] = BLOCK_ISCLEAR;
  62. }
  63. };
  64. this.setSize( canvas.width, canvas.height );
  65. this.clear = function () {
  66. for ( var i = 0; i < numBlocks; i ++ ) {
  67. blockMaxZ[ i ] = maxZVal;
  68. blockFlags[ i ] = (blockFlags[ i ] & BLOCK_ISCLEAR) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR;
  69. }
  70. };
  71. this.render = function ( scene, camera ) {
  72. rectx1 = Infinity;
  73. recty1 = Infinity;
  74. rectx2 = 0;
  75. recty2 = 0;
  76. if ( this.autoClear ) this.clear();
  77. var renderData = projector.projectScene( scene, camera );
  78. var elements = renderData.elements;
  79. for ( var e = 0, el = elements.length; e < el; e ++ ) {
  80. var element = elements[ e ];
  81. var material = element.material;
  82. var shader = getMaterialShader( material );
  83. if ( element instanceof THREE.RenderableFace3 ) {
  84. drawTriangle(
  85. element.v1.positionScreen,
  86. element.v2.positionScreen,
  87. element.v3.positionScreen,
  88. shader, material
  89. )
  90. } else if ( element instanceof THREE.RenderableFace4 ) {
  91. drawTriangle(
  92. element.v1.positionScreen,
  93. element.v2.positionScreen,
  94. element.v4.positionScreen,
  95. shader, material
  96. );
  97. drawTriangle(
  98. element.v2.positionScreen,
  99. element.v3.positionScreen,
  100. element.v4.positionScreen,
  101. shader, material
  102. );
  103. }
  104. }
  105. finishClear();
  106. var x = Math.min( rectx1, prevrectx1 );
  107. var y = Math.min( recty1, prevrecty1 );
  108. var width = Math.max( rectx2, prevrectx2 ) - x;
  109. var height = Math.max( recty2, prevrecty2 ) - y;
  110. /*
  111. // debug; draw zbuffer
  112. for ( var i = 0, l = zbuffer.length; i < l; i++ ) {
  113. var o = i * 4;
  114. var v = (65535 - zbuffer[ i ]) >> 3;
  115. data[ o + 0 ] = v;
  116. data[ o + 1 ] = v;
  117. data[ o + 2 ] = v;
  118. data[ o + 3 ] = 255;
  119. }
  120. */
  121. if ( x !== Infinity ) {
  122. context.putImageData( imagedata, 0, 0, x, y, width, height );
  123. }
  124. prevrectx1 = rectx1; prevrecty1 = recty1;
  125. prevrectx2 = rectx2; prevrecty2 = recty2;
  126. };
  127. function getMaterialShader( material ) {
  128. var id = material.id;
  129. var shader = shaders[ id ];
  130. if ( shaders[ id ] === undefined ) {
  131. if ( material instanceof THREE.MeshBasicMaterial ) {
  132. shader = new Function(
  133. 'buffer, offset, u, v, material',
  134. [
  135. 'buffer[ offset ] = material.color.r * 255;',
  136. 'buffer[ offset + 1 ] = material.color.g * 255;',
  137. 'buffer[ offset + 2 ] = material.color.b * 255;',
  138. 'buffer[ offset + 3 ] = material.opacity * 255;',
  139. ].join('\n')
  140. );
  141. } else if ( material instanceof THREE.MeshLambertMaterial ) {
  142. shader = new Function(
  143. 'buffer, offset, u, v, material',
  144. [
  145. 'buffer[ offset ] = material.color.r * 255;',
  146. 'buffer[ offset + 1 ] = material.color.g * 255;',
  147. 'buffer[ offset + 2 ] = material.color.b * 255;',
  148. 'buffer[ offset + 3 ] = material.opacity * 255;',
  149. ].join('\n')
  150. );
  151. } else {
  152. shader = new Function(
  153. 'buffer, offset, u, v',
  154. [
  155. 'buffer[ offset ] = u * 255;',
  156. 'buffer[ offset + 1 ] = v * 255;',
  157. 'buffer[ offset + 2 ] = 0;',
  158. 'buffer[ offset + 3 ] = 255;'
  159. ].join('\n')
  160. );
  161. }
  162. shaders[ id ] = shader;
  163. }
  164. return shader;
  165. }
  166. function clearRectangle( x1, y1, x2, y2 ) {
  167. var xmin = Math.max( Math.min( x1, x2 ), 0 );
  168. var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
  169. var ymin = Math.max( Math.min( y1, y2 ), 0 );
  170. var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
  171. var offset = ( xmin + ymin * canvasWidth - 1 ) * 4 + 3;
  172. var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
  173. for ( var y = ymin; y < ymax; y ++ ) {
  174. for ( var x = xmin; x < xmax; x ++ ) {
  175. data[ offset += 4 ] = 0;
  176. }
  177. offset += linestep;
  178. }
  179. }
  180. function drawTriangle( v1, v2, v3, shader, material ) {
  181. // TODO: Implement per-pixel z-clipping
  182. if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 || v3.z < -1 || v3.z > 1 ) return;
  183. // https://gist.github.com/2486101
  184. // explanation: http://pouet.net/topic.php?which=8760&page=1
  185. // 28.4 fixed-point coordinates
  186. var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
  187. var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
  188. var x3 = (v3.x * viewportXScale + viewportXOffs) | 0;
  189. var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
  190. var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
  191. var y3 = (v3.y * viewportYScale + viewportYOffs) | 0;
  192. // Z values (.28 fixed-point)
  193. var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
  194. var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
  195. var z3 = (v3.z * viewportZScale + viewportZOffs) | 0;
  196. // Deltas
  197. var dx12 = x1 - x2, dy12 = y2 - y1;
  198. var dx23 = x2 - x3, dy23 = y3 - y2;
  199. var dx31 = x3 - x1, dy31 = y1 - y3;
  200. // Bounding rectangle
  201. var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
  202. var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  203. var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
  204. var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  205. rectx1 = Math.min( minx, rectx1 );
  206. rectx2 = Math.max( maxx, rectx2 );
  207. recty1 = Math.min( miny, recty1 );
  208. recty2 = Math.max( maxy, recty2 );
  209. // Block size, standard 8x8 (must be power of two)
  210. var q = blockSize;
  211. // Start in corner of 8x8 block
  212. minx &= ~(q - 1);
  213. miny &= ~(q - 1);
  214. // Constant part of half-edge functions
  215. var c1 = dy12 * ((minx << subpixelBits) - x1) + dx12 * ((miny << subpixelBits) - y1);
  216. var c2 = dy23 * ((minx << subpixelBits) - x2) + dx23 * ((miny << subpixelBits) - y2);
  217. var c3 = dy31 * ((minx << subpixelBits) - x3) + dx31 * ((miny << subpixelBits) - y3);
  218. // Correct for fill convention
  219. if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  220. if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  221. if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
  222. // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
  223. // It's a bit subtle. :)
  224. c1 = (c1 - 1) >> subpixelBits;
  225. c2 = (c2 - 1) >> subpixelBits;
  226. c3 = (c3 - 1) >> subpixelBits;
  227. // Z interpolation setup
  228. var dz12 = z1 - z2, dz31 = z3 - z1;
  229. var invDet = 1.0 / (dx12*dy31 - dx31*dy12);
  230. var dzdx = (invDet * (dz12*dy31 - dz31*dy12)); // dz per one subpixel step in x
  231. var dzdy = (invDet * (dz12*dx31 - dx12*dz31)); // dz per one subpixel step in y
  232. // Z at top/left corner of rast area
  233. var cz = ( z1 + ((minx << subpixelBits) - x1) * dzdx + ((miny << subpixelBits) - y1) * dzdy ) | 0;
  234. // Z pixel steps
  235. var zfixscale = (1 << subpixelBits);
  236. dzdx = (dzdx * zfixscale) | 0;
  237. dzdy = (dzdy * zfixscale) | 0;
  238. // Set up min/max corners
  239. var qm1 = q - 1; // for convenience
  240. var nmin1 = 0, nmax1 = 0;
  241. var nmin2 = 0, nmax2 = 0;
  242. var nmin3 = 0, nmax3 = 0;
  243. var nminz = 0, nmaxz = 0;
  244. if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
  245. if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
  246. if (dx23 >= 0) nmax2 -= qm1*dx23; else nmin2 -= qm1*dx23;
  247. if (dy23 >= 0) nmax2 -= qm1*dy23; else nmin2 -= qm1*dy23;
  248. if (dx31 >= 0) nmax3 -= qm1*dx31; else nmin3 -= qm1*dx31;
  249. if (dy31 >= 0) nmax3 -= qm1*dy31; else nmin3 -= qm1*dy31;
  250. if (dzdx >= 0) nmaxz += qm1*dzdx; else nminz += qm1*dzdx;
  251. if (dzdy >= 0) nmaxz += qm1*dzdy; else nminz += qm1*dzdy;
  252. // Loop through blocks
  253. var linestep = canvasWidth - q;
  254. var scale = 1.0 / (c1 + c2 + c3);
  255. var cb1 = c1;
  256. var cb2 = c2;
  257. var cb3 = c3;
  258. var cbz = cz;
  259. var qstep = -q;
  260. var e1x = qstep * dy12;
  261. var e2x = qstep * dy23;
  262. var e3x = qstep * dy31;
  263. var ezx = qstep * dzdx;
  264. var x0 = minx;
  265. for ( var y0 = miny; y0 < maxy; y0 += q ) {
  266. // New block line - keep hunting for tri outer edge in old block line dir
  267. while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
  268. x0 += qstep;
  269. cb1 += e1x;
  270. cb2 += e2x;
  271. cb3 += e3x;
  272. cbz += ezx;
  273. }
  274. // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
  275. qstep = -qstep;
  276. e1x = -e1x;
  277. e2x = -e2x;
  278. e3x = -e3x;
  279. ezx = -ezx;
  280. while ( 1 ) {
  281. // Step everything
  282. x0 += qstep;
  283. cb1 += e1x;
  284. cb2 += e2x;
  285. cb3 += e3x;
  286. cbz += ezx;
  287. // We're done with this block line when at least one edge completely out
  288. // If an edge function is too small and decreasing in the current traversal
  289. // dir, we're done with this line.
  290. if (x0 < minx || x0 >= maxx) break;
  291. if (cb1 < nmax1) if (e1x < 0) break; else continue;
  292. if (cb2 < nmax2) if (e2x < 0) break; else continue;
  293. if (cb3 < nmax3) if (e3x < 0) break; else continue;
  294. // We can skip this block if it's already fully covered
  295. var blockX = x0 >> blockShift;
  296. var blockY = y0 >> blockShift;
  297. var blockId = blockX + blockY * canvasWBlocks;
  298. var minz = cbz + nminz;
  299. // farthest point in block closer than closest point in our tri?
  300. if ( blockMaxZ[ blockId ] < minz ) continue;
  301. // Need to do a deferred clear?
  302. var bflags = blockFlags[ blockId ];
  303. if ( bflags & BLOCK_NEEDCLEAR) clearBlock( blockX, blockY );
  304. blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  305. // Offset at top-left corner
  306. var offset = x0 + y0 * canvasWidth;
  307. // Accept whole block when fully covered
  308. if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
  309. var maxz = cbz + nmaxz;
  310. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  311. var cy1 = cb1;
  312. var cy2 = cb2;
  313. var cyz = cbz;
  314. for ( var iy = 0; iy < q; iy ++ ) {
  315. var cx1 = cy1;
  316. var cx2 = cy2;
  317. var cxz = cyz;
  318. for ( var ix = 0; ix < q; ix ++ ) {
  319. var z = cxz;
  320. if ( z < zbuffer[ offset ] ) {
  321. zbuffer[ offset ] = z;
  322. var u = cx1 * scale;
  323. var v = cx2 * scale;
  324. shader( data, offset * 4, u, v, material );
  325. }
  326. cx1 += dy12;
  327. cx2 += dy23;
  328. cxz += dzdx;
  329. offset++;
  330. }
  331. cy1 += dx12;
  332. cy2 += dx23;
  333. cyz += dzdy;
  334. offset += linestep;
  335. }
  336. } else { // Partially covered block
  337. var cy1 = cb1;
  338. var cy2 = cb2;
  339. var cy3 = cb3;
  340. var cyz = cbz;
  341. for ( var iy = 0; iy < q; iy ++ ) {
  342. var cx1 = cy1;
  343. var cx2 = cy2;
  344. var cx3 = cy3;
  345. var cxz = cyz;
  346. for ( var ix = 0; ix < q; ix ++ ) {
  347. if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
  348. var z = cxz;
  349. if ( z < zbuffer[ offset ] ) {
  350. var u = cx1 * scale;
  351. var v = cx2 * scale;
  352. zbuffer[ offset ] = z;
  353. shader( data, offset * 4, u, v, material );
  354. }
  355. }
  356. cx1 += dy12;
  357. cx2 += dy23;
  358. cx3 += dy31;
  359. cxz += dzdx;
  360. offset++;
  361. }
  362. cy1 += dx12;
  363. cy2 += dx23;
  364. cy3 += dx31;
  365. cyz += dzdy;
  366. offset += linestep;
  367. }
  368. }
  369. }
  370. // Advance to next row of blocks
  371. cb1 += q*dx12;
  372. cb2 += q*dx23;
  373. cb3 += q*dx31;
  374. cbz += q*dzdy;
  375. }
  376. }
  377. function clearBlock( blockX, blockY ) {
  378. var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
  379. var poffset = zoffset * 4 + 3;
  380. var zlinestep = canvasWidth - blockSize;
  381. var plinestep = zlinestep * 4;
  382. for ( var y = 0; y < blockSize; y ++ ) {
  383. for ( var x = 0; x < blockSize; x ++ ) {
  384. zbuffer[ zoffset ] = maxZVal;
  385. data[ poffset ] = 0;
  386. zoffset ++;
  387. poffset += 4;
  388. }
  389. zoffset += zlinestep;
  390. poffset += plinestep;
  391. }
  392. }
  393. function finishClear( ) {
  394. var block = 0;
  395. for ( var y = 0; y < canvasHBlocks; y ++ ) {
  396. for ( var x = 0; x < canvasWBlocks; x ++ ) {
  397. if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
  398. clearBlock( x, y );
  399. blockFlags[ block ] = BLOCK_ISCLEAR;
  400. }
  401. block ++;
  402. }
  403. }
  404. }
  405. };