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