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