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- /**
- * @author mrdoob / http://mrdoob.com/
- */
- THREE.SoftwareRenderer2 = function () {
- console.log( 'THREE.SoftwareRenderer', THREE.REVISION );
- var canvas = document.createElement( 'canvas' );
- var context = canvas.getContext( '2d' );
- var imagedata = context.getImageData( 0, 0, canvas.width, canvas.height );
- var data = imagedata.data;
- var canvasWidth = canvas.width;
- var canvasHeight = canvas.height;
- var canvasWidthHalf = canvasWidth / 2;
- var canvasHeightHalf = canvasHeight / 2;
- var rectx1 = Infinity, recty1 = Infinity;
- var rectx2 = 0, recty2 = 0;
- var prevrectx1 = Infinity, prevrecty1 = Infinity;
- var prevrectx2 = 0, prevrecty2 = 0;
- var projector = new THREE.Projector();
- this.domElement = canvas;
- this.autoClear = true;
- this.setSize = function ( width, height ) {
- canvas.width = width;
- canvas.height = height;
- canvasWidth = canvas.width;
- canvasHeight = canvas.height;
- canvasWidthHalf = width / 2;
- canvasHeightHalf = height / 2;
- imagedata = context.getImageData( 0, 0, width, height );
- data = imagedata.data;
- };
- this.clear = function () {
- clearRectangle( prevrectx1, prevrecty1, prevrectx2, prevrecty2 );
- };
- this.render = function ( scene, camera ) {
- rectx1 = Infinity;
- recty1 = Infinity;
- rectx2 = 0;
- recty2 = 0;
- if ( this.autoClear ) this.clear();
- var renderData = projector.projectScene( scene, camera );
- var elements = renderData.elements;
- elements.sort( numericalSort );
- for ( var e = 0, el = elements.length; e < el; e ++ ) {
- var element = elements[ e ];
- if ( element instanceof THREE.RenderableFace3 ) {
- var v1 = element.v1.positionScreen;
- var v2 = element.v2.positionScreen;
- var v3 = element.v3.positionScreen;
- drawTriangle(
- v1.x * canvasWidthHalf + canvasWidthHalf,
- - v1.y * canvasHeightHalf + canvasHeightHalf,
- v2.x * canvasWidthHalf + canvasWidthHalf,
- - v2.y * canvasHeightHalf + canvasHeightHalf,
- v3.x * canvasWidthHalf + canvasWidthHalf,
- - v3.y * canvasHeightHalf + canvasHeightHalf,
- normalToComponent( element.normalWorld.x ),
- normalToComponent( element.normalWorld.y ),
- normalToComponent( element.normalWorld.z )
- )
- } else if ( element instanceof THREE.RenderableFace4 ) {
- var v1 = element.v1.positionScreen;
- var v2 = element.v2.positionScreen;
- var v3 = element.v3.positionScreen;
- var v4 = element.v4.positionScreen;
- drawTriangle(
- v1.x * canvasWidthHalf + canvasWidthHalf,
- - v1.y * canvasHeightHalf + canvasHeightHalf,
- v2.x * canvasWidthHalf + canvasWidthHalf,
- - v2.y * canvasHeightHalf + canvasHeightHalf,
- v3.x * canvasWidthHalf + canvasWidthHalf,
- - v3.y * canvasHeightHalf + canvasHeightHalf,
- normalToComponent( element.normalWorld.x ),
- normalToComponent( element.normalWorld.y ),
- normalToComponent( element.normalWorld.z )
- );
- drawTriangle(
- v3.x * canvasWidthHalf + canvasWidthHalf,
- - v3.y * canvasHeightHalf + canvasHeightHalf,
- v4.x * canvasWidthHalf + canvasWidthHalf,
- - v4.y * canvasHeightHalf + canvasHeightHalf,
- v1.x * canvasWidthHalf + canvasWidthHalf,
- - v1.y * canvasHeightHalf + canvasHeightHalf,
- normalToComponent( element.normalWorld.x ),
- normalToComponent( element.normalWorld.y ),
- normalToComponent( element.normalWorld.z )
- );
- }
- }
- var x = Math.min( rectx1, prevrectx1 );
- var y = Math.min( recty1, prevrecty1 );
- var width = Math.max( rectx2, prevrectx2 ) - x;
- var height = Math.max( recty2, prevrecty2 ) - y;
- /*
- console.log( rectx1, recty1, rectx2, recty2 );
- console.log( prevrectx1, prevrecty1, prevrectx2, prevrecty2 );
- console.log( x, y, width, height );
- console.log( canvasWidth, canvasHeight );
- */
- context.putImageData( imagedata, 0, 0, x, y, width, height );
- prevrectx1 = rectx1; prevrecty1 = recty1;
- prevrectx2 = rectx2; prevrecty2 = recty2;
- };
- function numericalSort( a, b ) {
- return a.z - b.z;
- }
- function drawPixel( x, y, r, g, b ) {
- var offset = ( x + y * canvasWidth ) * 4;
- if ( data[ offset + 3 ] ) return;
- data[ offset ] = r;
- data[ offset + 1 ] = g;
- data[ offset + 2 ] = b;
- data[ offset + 3 ] = 255;
- }
- function clearRectangle( x1, y1, x2, y2 ) {
- var xmin = Math.max( Math.min( x1, x2 ), 0 );
- var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
- var ymin = Math.max( Math.min( y1, y2 ), 0 );
- var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
- var offset = ( xmin + ymin * canvasWidth ) * 4 + 3;
- var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
- for ( var y = ymin; y < ymax; y ++ ) {
- for ( var x = xmin; x < xmax; x ++ ) {
- data[ offset ] = 0;
- offset += 4;
- }
- offset += linestep;
- }
- }
- function drawTriangle( x1, y1, x2, y2, x3, y3, r, g, b ) {
- // http://devmaster.net/forums/topic/1145-advanced-rasterization/
- // 28.4 fixed-point coordinates
- var x1 = Math.round( 16 * x1 );
- var x2 = Math.round( 16 * x2 );
- var x3 = Math.round( 16 * x3 );
- var y1 = Math.round( 16 * y1 );
- var y2 = Math.round( 16 * y2 );
- var y3 = Math.round( 16 * y3 );
- // Deltas
- var dx12 = x1 - x2;
- var dx23 = x2 - x3;
- var dx31 = x3 - x1;
- var dy12 = y1 - y2;
- var dy23 = y2 - y3;
- var dy31 = y3 - y1;
- // Fixed-point deltas
- var fdx12 = dx12 << 4;
- var fdx23 = dx23 << 4;
- var fdx31 = dx31 << 4;
- var fdy12 = dy12 << 4;
- var fdy23 = dy23 << 4;
- var fdy31 = dy31 << 4;
- // Bounding rectangle
- var xmin = Math.max( ( Math.min( x1, x2, x3 ) + 0xf ) >> 4, 0 );
- var xmax = Math.min( ( Math.max( x1, x2, x3 ) + 0xf ) >> 4, canvasWidth );
- var ymin = Math.max( ( Math.min( y1, y2, y3 ) + 0xf ) >> 4, 0 );
- var ymax = Math.min( ( Math.max( y1, y2, y3 ) + 0xf ) >> 4, canvasHeight );
- rectx1 = Math.min( xmin, rectx1 );
- rectx2 = Math.max( xmax, rectx2 );
- recty1 = Math.min( ymin, recty1 );
- recty2 = Math.max( ymax, recty2 );
- // Constant part of half-edge functions
- var c1 = dy12 * x1 - dx12 * y1;
- var c2 = dy23 * x2 - dx23 * y2;
- var c3 = dy31 * x3 - dx31 * y3;
- // Correct for fill convention
- if ( dy12 < 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
- if ( dy23 < 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
- if ( dy31 < 0 || ( dy31 == 0 && dx31 > 0 ) ) c3++;
- var cy1 = c1 + dx12 * ( ymin << 4 ) - dy12 * ( xmin << 4 );
- var cy2 = c2 + dx23 * ( ymin << 4 ) - dy23 * ( xmin << 4 );
- var cy3 = c3 + dx31 * ( ymin << 4 ) - dy31 * ( xmin << 4 );
- // Scan through bounding rectangle
- for ( var y = ymin; y < ymax; y ++ ) {
- // Start value for horizontal scan
- var cx1 = cy1;
- var cx2 = cy2;
- var cx3 = cy3;
- for ( var x = xmin; x < xmax; x ++ ) {
- if ( cx1 > 0 && cx2 > 0 && cx3 > 0 ) {
- drawPixel( x, y, r, g, b );
- }
- cx1 -= fdy12;
- cx2 -= fdy23;
- cx3 -= fdy31;
- }
- cy1 += fdx12;
- cy2 += fdx23;
- cy3 += fdx31;
- }
- }
- function drawTriangleColor3( x1, y1, x2, y2, x3, y3, color1, color2, color3 ) {
- // http://devmaster.net/forums/topic/1145-advanced-rasterization/
- var r1 = color1 >> 16 & 255;
- var r2 = color2 >> 16 & 255;
- var r3 = color3 >> 16 & 255;
- var g1 = color1 >> 8 & 255;
- var g2 = color2 >> 8 & 255;
- var g3 = color3 >> 8 & 255;
- var b1 = color1 & 255;
- var b2 = color2 & 255;
- var b3 = color3 & 255;
- var deltasr = computeDelta( x1, y1, r1, x2, y2, r2, x3, y3, r3 );
- var deltasg = computeDelta( x1, y1, g1, x2, y2, g2, x3, y3, g3 );
- var deltasb = computeDelta( x1, y1, b1, x2, y2, b2, x3, y3, b3 );
- // 28.4 fixed-point coordinates
- var X1 = Math.round( 16 * x1 );
- var X2 = Math.round( 16 * x2 );
- var X3 = Math.round( 16 * x3 );
- var Y1 = Math.round( 16 * y1 );
- var Y2 = Math.round( 16 * y2 );
- var Y3 = Math.round( 16 * y3 );
- // Deltas
- var dx12 = X1 - X2;
- var dx23 = X2 - X3;
- var dx31 = X3 - X1;
- var dy12 = Y1 - Y2;
- var dy23 = Y2 - Y3;
- var dy31 = Y3 - Y1;
- // Fixed-point deltas
- var fdx = [ dx12 << 4, dx23 << 4, dx31 << 4 ];
- var fdy = [ dy12 << 4, dy23 << 4, dy31 << 4 ];
- // Bounding rectangle
- var minx = Math.max( ( Math.min( X1, X2, X3 ) + 0xf ) >> 4, 0 );
- var maxx = Math.min( ( Math.max( X1, X2, X3 ) + 0xf ) >> 4, canvasWidth );
- var miny = Math.max( ( Math.min( Y1, Y2, Y3 ) + 0xf ) >> 4, 0 );
- var maxy = Math.min( ( Math.max( Y1, Y2, Y3 ) + 0xf ) >> 4, canvasHeight );
- // Constant part of half-edge functions
- var c1 = dy12 * X1 - dx12 * Y1;
- var c2 = dy23 * X2 - dx23 * Y2;
- var c3 = dy31 * X3 - dx31 * Y3;
- // Correct for fill convention
- if ( dy12 < 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
- if ( dy23 < 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
- if ( dy31 < 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
- var cy1 = c1 + dx12 * ( miny << 4 ) - dy12 * ( minx << 4 );
- var cy2 = c2 + dx23 * ( miny << 4 ) - dy23 * ( minx << 4 );
- var cy3 = c3 + dx31 * ( miny << 4 ) - dy31 * ( minx << 4 );
- // Scan through bounding rectangle
- var minyx1 = ( minx - x1 );
- var minyy1 = ( miny - y1 );
- var ry = deltasr[ 1 ] * minyy1;
- var gy = deltasg[ 1 ] * minyy1;
- var by = deltasb[ 1 ] * minyy1;
- for ( var y = miny; y < maxy; y ++ ) {
- // Start value for horizontal scan
- var cx1 = cy1;
- var cx2 = cy2;
- var cx3 = cy3;
- var rx = deltasr[ 0 ] * minyx1 + ry;
- var gx = deltasg[ 0 ] * minyx1 + gy;
- var bx = deltasb[ 0 ] * minyx1 + by;
- for ( var x = minx; x < maxx; x ++ ) {
- if ( cx1 > 0 && cx2 > 0 && cx3 > 0 ) {
- drawPixel( x, y, r1 + rx, g1 + gx, b1 + bx );
- }
- cx1 -= fdy[ 0 ];
- cx2 -= fdy[ 1 ];
- cx3 -= fdy[ 2 ];
- rx += deltasr[ 0 ];
- gx += deltasg[ 0 ];
- bx += deltasb[ 0 ];
- }
- cy1 += fdx[ 0 ];
- cy2 += fdx[ 1 ];
- cy3 += fdx[ 2 ];
- ry += deltasr[ 1 ];
- gy += deltasg[ 1 ];
- by += deltasb[ 1 ];
- }
- }
- function normalToComponent( normal ) {
- var component = ( normal + 1 ) * 127;
- return component < 0 ? 0 : ( component > 255 ? 255 : component );
- }
- };
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