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. var vector1 = new THREE.Vector3();
  30. var vector2 = new THREE.Vector3();
  31. var vector3 = new THREE.Vector3();
  32. this.domElement = canvas;
  33. this.autoClear = true;
  34. // WebGLRenderer compatibility
  35. this.supportsVertexTextures = function () {};
  36. this.setFaceCulling = function () {};
  37. this.setClearColor = function ( color, alpha ) {
  38. // TODO
  39. };
  40. this.setSize = function ( width, height ) {
  41. canvasWBlocks = Math.floor( width / blockSize );
  42. canvasHBlocks = Math.floor( height / blockSize );
  43. canvasWidth = canvasWBlocks * blockSize;
  44. canvasHeight = canvasHBlocks * blockSize;
  45. var fixScale = 1 << subpixelBits;
  46. viewportXScale = fixScale * canvasWidth / 2;
  47. viewportYScale = -fixScale * canvasHeight / 2;
  48. viewportZScale = maxZVal / 2;
  49. viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
  50. viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
  51. viewportZOffs = maxZVal / 2 + 0.5;
  52. canvas.width = canvasWidth;
  53. canvas.height = canvasHeight;
  54. imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
  55. data = imagedata.data;
  56. zbuffer = new Int32Array( data.length / 4 );
  57. numBlocks = canvasWBlocks * canvasHBlocks;
  58. blockMaxZ = new Int32Array( numBlocks );
  59. blockFlags = new Uint8Array( numBlocks );
  60. for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
  61. zbuffer[ i ] = maxZVal;
  62. }
  63. for ( var i = 0; i < numBlocks; i ++ ) {
  64. blockFlags[ i ] = BLOCK_ISCLEAR;
  65. }
  66. };
  67. this.setSize( canvas.width, canvas.height );
  68. this.clear = function () {
  69. rectx1 = Infinity;
  70. recty1 = Infinity;
  71. rectx2 = 0;
  72. recty2 = 0;
  73. for ( var i = 0; i < numBlocks; i ++ ) {
  74. blockMaxZ[ i ] = maxZVal;
  75. blockFlags[ i ] = (blockFlags[ i ] & BLOCK_ISCLEAR) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR;
  76. }
  77. };
  78. this.render = function ( scene, camera ) {
  79. if ( this.autoClear === true ) this.clear();
  80. var renderData = projector.projectScene( scene, camera );
  81. var elements = renderData.elements;
  82. for ( var e = 0, el = elements.length; e < el; e ++ ) {
  83. var element = elements[ e ];
  84. var material = element.material;
  85. var shader = getMaterialShader( material );
  86. if ( element instanceof THREE.RenderableFace ) {
  87. drawTriangle(
  88. element.v1.positionScreen,
  89. element.v2.positionScreen,
  90. element.v3.positionScreen,
  91. shader, element, material
  92. );
  93. } else if ( element instanceof THREE.RenderableSprite ) {
  94. var scaleX = element.scale.x * 0.5;
  95. var scaleY = element.scale.y * 0.5;
  96. vector1.copy( element );
  97. vector1.x -= scaleX;
  98. vector1.y += scaleY;
  99. vector2.copy( element );
  100. vector2.x -= scaleX;
  101. vector2.y -= scaleY;
  102. vector3.copy( element );
  103. vector3.x += scaleX;
  104. vector3.y += scaleY;
  105. drawTriangle(
  106. vector1, vector2, vector3,
  107. shader, element, material
  108. );
  109. vector1.copy( element );
  110. vector1.x += scaleX;
  111. vector1.y += scaleY;
  112. vector2.copy( element );
  113. vector2.x -= scaleX;
  114. vector2.y -= scaleY;
  115. vector3.copy( element );
  116. vector3.x += scaleX;
  117. vector3.y -= scaleY;
  118. drawTriangle(
  119. vector1, vector2, vector3,
  120. shader, element, material
  121. );
  122. }
  123. }
  124. finishClear();
  125. var x = Math.min( rectx1, prevrectx1 );
  126. var y = Math.min( recty1, prevrecty1 );
  127. var width = Math.max( rectx2, prevrectx2 ) - x;
  128. var height = Math.max( recty2, prevrecty2 ) - y;
  129. /*
  130. // debug; draw zbuffer
  131. for ( var i = 0, l = zbuffer.length; i < l; i++ ) {
  132. var o = i * 4;
  133. var v = (65535 - zbuffer[ i ]) >> 3;
  134. data[ o + 0 ] = v;
  135. data[ o + 1 ] = v;
  136. data[ o + 2 ] = v;
  137. data[ o + 3 ] = 255;
  138. }
  139. */
  140. if ( x !== Infinity ) {
  141. context.putImageData( imagedata, 0, 0, x, y, width, height );
  142. }
  143. prevrectx1 = rectx1; prevrecty1 = recty1;
  144. prevrectx2 = rectx2; prevrecty2 = recty2;
  145. };
  146. function getMaterialShader( material ) {
  147. var id = material.id;
  148. var shader = shaders[ id ];
  149. if ( shaders[ id ] === undefined ) {
  150. if ( material instanceof THREE.MeshBasicMaterial ||
  151. material instanceof THREE.MeshLambertMaterial ||
  152. material instanceof THREE.MeshPhongMaterial ||
  153. material instanceof THREE.SpriteMaterial ) {
  154. var string;
  155. if ( material.vertexColors === THREE.FaceColors ) {
  156. string = [
  157. 'buffer[ offset ] = face.color.r * 255;',
  158. 'buffer[ offset + 1 ] = face.color.g * 255;',
  159. 'buffer[ offset + 2 ] = face.color.b * 255;',
  160. 'buffer[ offset + 3 ] = material.opacity * 255;',
  161. ].join('\n');
  162. } else {
  163. string = [
  164. 'buffer[ offset ] = material.color.r * 255;',
  165. 'buffer[ offset + 1 ] = material.color.g * 255;',
  166. 'buffer[ offset + 2 ] = material.color.b * 255;',
  167. 'buffer[ offset + 3 ] = material.opacity * 255;',
  168. ].join('\n');
  169. }
  170. shader = new Function( 'buffer, offset, u, v, face, material', string );
  171. } else {
  172. var string = [
  173. 'buffer[ offset ] = u * 255;',
  174. 'buffer[ offset + 1 ] = v * 255;',
  175. 'buffer[ offset + 2 ] = 0;',
  176. 'buffer[ offset + 3 ] = 255;'
  177. ].join('\n');
  178. shader = new Function( 'buffer, offset, u, v', string );
  179. }
  180. shaders[ id ] = shader;
  181. }
  182. return shader;
  183. }
  184. function clearRectangle( x1, y1, x2, y2 ) {
  185. var xmin = Math.max( Math.min( x1, x2 ), 0 );
  186. var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
  187. var ymin = Math.max( Math.min( y1, y2 ), 0 );
  188. var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
  189. var offset = ( xmin + ymin * canvasWidth ) * 4 + 3;
  190. var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
  191. for ( var y = ymin; y < ymax; y ++ ) {
  192. for ( var x = xmin; x < xmax; x ++ ) {
  193. data[ offset += 4 ] = 0;
  194. }
  195. offset += linestep;
  196. }
  197. }
  198. function drawTriangle( v1, v2, v3, shader, face, material ) {
  199. // TODO: Implement per-pixel z-clipping
  200. if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 || v3.z < -1 || v3.z > 1 ) return;
  201. // https://gist.github.com/2486101
  202. // explanation: http://pouet.net/topic.php?which=8760&page=1
  203. // 28.4 fixed-point coordinates
  204. var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
  205. var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
  206. var x3 = (v3.x * viewportXScale + viewportXOffs) | 0;
  207. var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
  208. var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
  209. var y3 = (v3.y * viewportYScale + viewportYOffs) | 0;
  210. // Z values (.28 fixed-point)
  211. var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
  212. var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
  213. var z3 = (v3.z * viewportZScale + viewportZOffs) | 0;
  214. // Deltas
  215. var dx12 = x1 - x2, dy12 = y2 - y1;
  216. var dx23 = x2 - x3, dy23 = y3 - y2;
  217. var dx31 = x3 - x1, dy31 = y1 - y3;
  218. // Bounding rectangle
  219. var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
  220. var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  221. var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
  222. var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  223. rectx1 = Math.min( minx, rectx1 );
  224. rectx2 = Math.max( maxx, rectx2 );
  225. recty1 = Math.min( miny, recty1 );
  226. recty2 = Math.max( maxy, recty2 );
  227. // Block size, standard 8x8 (must be power of two)
  228. var q = blockSize;
  229. // Start in corner of 8x8 block
  230. minx &= ~(q - 1);
  231. miny &= ~(q - 1);
  232. // Constant part of half-edge functions
  233. var c1 = dy12 * ((minx << subpixelBits) - x1) + dx12 * ((miny << subpixelBits) - y1);
  234. var c2 = dy23 * ((minx << subpixelBits) - x2) + dx23 * ((miny << subpixelBits) - y2);
  235. var c3 = dy31 * ((minx << subpixelBits) - x3) + dx31 * ((miny << subpixelBits) - y3);
  236. // Correct for fill convention
  237. if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  238. if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  239. if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
  240. // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
  241. // It's a bit subtle. :)
  242. c1 = (c1 - 1) >> subpixelBits;
  243. c2 = (c2 - 1) >> subpixelBits;
  244. c3 = (c3 - 1) >> subpixelBits;
  245. // Z interpolation setup
  246. var dz12 = z1 - z2, dz31 = z3 - z1;
  247. var invDet = 1.0 / (dx12*dy31 - dx31*dy12);
  248. var dzdx = (invDet * (dz12*dy31 - dz31*dy12)); // dz per one subpixel step in x
  249. var dzdy = (invDet * (dz12*dx31 - dx12*dz31)); // dz per one subpixel step in y
  250. // Z at top/left corner of rast area
  251. var cz = ( z1 + ((minx << subpixelBits) - x1) * dzdx + ((miny << subpixelBits) - y1) * dzdy ) | 0;
  252. // Z pixel steps
  253. var zfixscale = (1 << subpixelBits);
  254. dzdx = (dzdx * zfixscale) | 0;
  255. dzdy = (dzdy * zfixscale) | 0;
  256. // Set up min/max corners
  257. var qm1 = q - 1; // for convenience
  258. var nmin1 = 0, nmax1 = 0;
  259. var nmin2 = 0, nmax2 = 0;
  260. var nmin3 = 0, nmax3 = 0;
  261. var nminz = 0, nmaxz = 0;
  262. if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
  263. if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
  264. if (dx23 >= 0) nmax2 -= qm1*dx23; else nmin2 -= qm1*dx23;
  265. if (dy23 >= 0) nmax2 -= qm1*dy23; else nmin2 -= qm1*dy23;
  266. if (dx31 >= 0) nmax3 -= qm1*dx31; else nmin3 -= qm1*dx31;
  267. if (dy31 >= 0) nmax3 -= qm1*dy31; else nmin3 -= qm1*dy31;
  268. if (dzdx >= 0) nmaxz += qm1*dzdx; else nminz += qm1*dzdx;
  269. if (dzdy >= 0) nmaxz += qm1*dzdy; else nminz += qm1*dzdy;
  270. // Loop through blocks
  271. var linestep = canvasWidth - q;
  272. var scale = 1.0 / (c1 + c2 + c3);
  273. var cb1 = c1;
  274. var cb2 = c2;
  275. var cb3 = c3;
  276. var cbz = cz;
  277. var qstep = -q;
  278. var e1x = qstep * dy12;
  279. var e2x = qstep * dy23;
  280. var e3x = qstep * dy31;
  281. var ezx = qstep * dzdx;
  282. var x0 = minx;
  283. for ( var y0 = miny; y0 < maxy; y0 += q ) {
  284. // New block line - keep hunting for tri outer edge in old block line dir
  285. while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
  286. x0 += qstep;
  287. cb1 += e1x;
  288. cb2 += e2x;
  289. cb3 += e3x;
  290. cbz += ezx;
  291. }
  292. // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
  293. qstep = -qstep;
  294. e1x = -e1x;
  295. e2x = -e2x;
  296. e3x = -e3x;
  297. ezx = -ezx;
  298. while ( 1 ) {
  299. // Step everything
  300. x0 += qstep;
  301. cb1 += e1x;
  302. cb2 += e2x;
  303. cb3 += e3x;
  304. cbz += ezx;
  305. // We're done with this block line when at least one edge completely out
  306. // If an edge function is too small and decreasing in the current traversal
  307. // dir, we're done with this line.
  308. if (x0 < minx || x0 >= maxx) break;
  309. if (cb1 < nmax1) if (e1x < 0) break; else continue;
  310. if (cb2 < nmax2) if (e2x < 0) break; else continue;
  311. if (cb3 < nmax3) if (e3x < 0) break; else continue;
  312. // We can skip this block if it's already fully covered
  313. var blockX = x0 >> blockShift;
  314. var blockY = y0 >> blockShift;
  315. var blockId = blockX + blockY * canvasWBlocks;
  316. var minz = cbz + nminz;
  317. // farthest point in block closer than closest point in our tri?
  318. if ( blockMaxZ[ blockId ] < minz ) continue;
  319. // Need to do a deferred clear?
  320. var bflags = blockFlags[ blockId ];
  321. if ( bflags & BLOCK_NEEDCLEAR) clearBlock( blockX, blockY );
  322. blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  323. // Offset at top-left corner
  324. var offset = x0 + y0 * canvasWidth;
  325. // Accept whole block when fully covered
  326. if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
  327. var maxz = cbz + nmaxz;
  328. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  329. var cy1 = cb1;
  330. var cy2 = cb2;
  331. var cyz = cbz;
  332. for ( var iy = 0; iy < q; iy ++ ) {
  333. var cx1 = cy1;
  334. var cx2 = cy2;
  335. var cxz = cyz;
  336. for ( var ix = 0; ix < q; ix ++ ) {
  337. var z = cxz;
  338. if ( z < zbuffer[ offset ] ) {
  339. zbuffer[ offset ] = z;
  340. var u = cx1 * scale;
  341. var v = cx2 * scale;
  342. shader( data, offset * 4, u, v, face, material );
  343. }
  344. cx1 += dy12;
  345. cx2 += dy23;
  346. cxz += dzdx;
  347. offset++;
  348. }
  349. cy1 += dx12;
  350. cy2 += dx23;
  351. cyz += dzdy;
  352. offset += linestep;
  353. }
  354. } else { // Partially covered block
  355. var cy1 = cb1;
  356. var cy2 = cb2;
  357. var cy3 = cb3;
  358. var cyz = cbz;
  359. for ( var iy = 0; iy < q; iy ++ ) {
  360. var cx1 = cy1;
  361. var cx2 = cy2;
  362. var cx3 = cy3;
  363. var cxz = cyz;
  364. for ( var ix = 0; ix < q; ix ++ ) {
  365. if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
  366. var z = cxz;
  367. if ( z < zbuffer[ offset ] ) {
  368. var u = cx1 * scale;
  369. var v = cx2 * scale;
  370. zbuffer[ offset ] = z;
  371. shader( data, offset * 4, u, v, face, material );
  372. }
  373. }
  374. cx1 += dy12;
  375. cx2 += dy23;
  376. cx3 += dy31;
  377. cxz += dzdx;
  378. offset++;
  379. }
  380. cy1 += dx12;
  381. cy2 += dx23;
  382. cy3 += dx31;
  383. cyz += dzdy;
  384. offset += linestep;
  385. }
  386. }
  387. }
  388. // Advance to next row of blocks
  389. cb1 += q*dx12;
  390. cb2 += q*dx23;
  391. cb3 += q*dx31;
  392. cbz += q*dzdy;
  393. }
  394. }
  395. function clearBlock( blockX, blockY ) {
  396. var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
  397. var poffset = zoffset * 4 + 3;
  398. var zlinestep = canvasWidth - blockSize;
  399. var plinestep = zlinestep * 4;
  400. for ( var y = 0; y < blockSize; y ++ ) {
  401. for ( var x = 0; x < blockSize; x ++ ) {
  402. zbuffer[ zoffset ] = maxZVal;
  403. data[ poffset ] = 0;
  404. zoffset ++;
  405. poffset += 4;
  406. }
  407. zoffset += zlinestep;
  408. poffset += plinestep;
  409. }
  410. }
  411. function finishClear( ) {
  412. var block = 0;
  413. for ( var y = 0; y < canvasHBlocks; y ++ ) {
  414. for ( var x = 0; x < canvasWBlocks; x ++ ) {
  415. if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
  416. clearBlock( x, y );
  417. blockFlags[ block ] = BLOCK_ISCLEAR;
  418. }
  419. block ++;
  420. }
  421. }
  422. }
  423. };