SoftwareRenderer3.js 9.6 KB

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  1. /**
  2. * @author mr.doob / http://mrdoob.com/
  3. */
  4. THREE.SoftwareRenderer3 = function () {
  5. console.log( 'THREE.SoftwareRenderer', THREE.REVISION );
  6. var canvas = document.createElement( 'canvas' );
  7. var context = canvas.getContext( '2d' );
  8. var canvasWidth = canvas.width;
  9. var canvasHeight = canvas.height;
  10. var canvasWidthHalf = canvasWidth / 2;
  11. var canvasHeightHalf = canvasHeight / 2;
  12. var imagedata = context.getImageData( 0, 0, canvas.width, canvas.height );
  13. var data = imagedata.data;
  14. var blocksize = 8;
  15. var canvasWBlocks = Math.floor( ( canvasWidth + blocksize - 1 ) / blocksize );
  16. var canvasHBlocks = Math.floor( ( canvasHeight + blocksize - 1 ) / blocksize );
  17. var block_full = new Uint8Array( canvasWBlocks * canvasHBlocks );
  18. var rectx1 = Infinity, recty1 = Infinity;
  19. var rectx2 = 0, recty2 = 0;
  20. var prevrectx1 = Infinity, prevrecty1 = Infinity;
  21. var prevrectx2 = 0, prevrecty2 = 0;
  22. var projector = new THREE.Projector();
  23. this.domElement = canvas;
  24. this.autoClear = true;
  25. this.setSize = function ( width, height ) {
  26. canvas.width = width;
  27. canvas.height = height;
  28. canvasWidth = canvas.width;
  29. canvasHeight = canvas.height;
  30. canvasWidthHalf = width / 2;
  31. canvasHeightHalf = height / 2;
  32. imagedata = context.getImageData( 0, 0, width, height );
  33. data = imagedata.data;
  34. canvasWBlocks = Math.floor( ( canvasWidth + blocksize - 1 ) / blocksize );
  35. canvasHBlocks = Math.floor( ( canvasHeight + blocksize - 1 ) / blocksize );
  36. block_full = new Uint8Array( canvasWBlocks * canvasHBlocks )
  37. };
  38. this.clear = function () {
  39. clearRectangle( prevrectx1, prevrecty1, prevrectx2, prevrecty2 );
  40. for ( var i = 0, l = block_full.length; i < l; i ++ ) {
  41. block_full[ i ] = 0;
  42. }
  43. };
  44. this.render = function ( scene, camera ) {
  45. rectx1 = Infinity;
  46. recty1 = Infinity;
  47. rectx2 = 0;
  48. recty2 = 0;
  49. if ( this.autoClear ) this.clear();
  50. var renderData = projector.projectScene( scene, camera );
  51. var elements = renderData.elements;
  52. elements.sort( numericalSort );
  53. for ( var e = 0, el = elements.length; e < el; e ++ ) {
  54. var element = elements[ e ];
  55. if ( element instanceof THREE.RenderableFace3 ) {
  56. var v1 = element.v1.positionScreen;
  57. var v2 = element.v2.positionScreen;
  58. var v3 = element.v3.positionScreen;
  59. drawTriangle(
  60. v1.x * canvasWidthHalf + canvasWidthHalf,
  61. - v1.y * canvasHeightHalf + canvasHeightHalf,
  62. v2.x * canvasWidthHalf + canvasWidthHalf,
  63. - v2.y * canvasHeightHalf + canvasHeightHalf,
  64. v3.x * canvasWidthHalf + canvasWidthHalf,
  65. - v3.y * canvasHeightHalf + canvasHeightHalf,
  66. normalToComponent( element.normalWorld.x ),
  67. normalToComponent( element.normalWorld.y ),
  68. normalToComponent( element.normalWorld.z )
  69. )
  70. } else if ( element instanceof THREE.RenderableFace4 ) {
  71. var v1 = element.v1.positionScreen;
  72. var v2 = element.v2.positionScreen;
  73. var v3 = element.v3.positionScreen;
  74. var v4 = element.v4.positionScreen;
  75. drawTriangle(
  76. v1.x * canvasWidthHalf + canvasWidthHalf,
  77. - v1.y * canvasHeightHalf + canvasHeightHalf,
  78. v2.x * canvasWidthHalf + canvasWidthHalf,
  79. - v2.y * canvasHeightHalf + canvasHeightHalf,
  80. v3.x * canvasWidthHalf + canvasWidthHalf,
  81. - v3.y * canvasHeightHalf + canvasHeightHalf,
  82. normalToComponent( element.normalWorld.x ),
  83. normalToComponent( element.normalWorld.y ),
  84. normalToComponent( element.normalWorld.z )
  85. );
  86. drawTriangle(
  87. v3.x * canvasWidthHalf + canvasWidthHalf,
  88. - v3.y * canvasHeightHalf + canvasHeightHalf,
  89. v4.x * canvasWidthHalf + canvasWidthHalf,
  90. - v4.y * canvasHeightHalf + canvasHeightHalf,
  91. v1.x * canvasWidthHalf + canvasWidthHalf,
  92. - v1.y * canvasHeightHalf + canvasHeightHalf,
  93. normalToComponent( element.normalWorld.x ),
  94. normalToComponent( element.normalWorld.y ),
  95. normalToComponent( element.normalWorld.z )
  96. );
  97. }
  98. }
  99. var x = Math.min( rectx1, prevrectx1 );
  100. var y = Math.min( recty1, prevrecty1 );
  101. var width = Math.max( rectx2, prevrectx2 ) - x;
  102. var height = Math.max( recty2, prevrecty2 ) - y;
  103. context.putImageData( imagedata, 0, 0, x, y, width, height );
  104. prevrectx1 = rectx1; prevrecty1 = recty1;
  105. prevrectx2 = rectx2; prevrecty2 = recty2;
  106. };
  107. function numericalSort( a, b ) {
  108. return a.z - b.z;
  109. }
  110. function drawPixel( x, y, r, g, b ) {
  111. var offset = ( x + y * canvasWidth ) * 4;
  112. if ( data[ offset + 3 ] ) return;
  113. data[ offset ] = r;
  114. data[ offset + 1 ] = g;
  115. data[ offset + 2 ] = b;
  116. data[ offset + 3 ] = 255;
  117. }
  118. function clearRectangle( x1, y1, x2, y2 ) {
  119. var offset = 0;
  120. var xmin = Math.max( Math.min( x1, x2 ), 0 );
  121. var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
  122. var ymin = Math.max( Math.min( y1, y2 ), 0 );
  123. var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
  124. for ( var y = ymin; y < ymax; y ++ ) {
  125. offset = ( xmin + y * canvasWidth ) * 4 + 3;
  126. for ( var x = xmin; x < xmax; x ++ ) {
  127. data[ offset += 4 ] = 0;
  128. }
  129. }
  130. }
  131. function drawTriangle( x1, y1, x2, y2, x3, y3, r, g, b ) {
  132. // https://gist.github.com/2486101
  133. // explanation: ttp://pouet.net/topic.php?which=8760&page=1
  134. // 28.4 fixed-point coordinates
  135. x1 = Math.round( 16 * x1 );
  136. x2 = Math.round( 16 * x2 );
  137. x3 = Math.round( 16 * x3 );
  138. y1 = Math.round( 16 * y1 );
  139. y2 = Math.round( 16 * y2 );
  140. y3 = Math.round( 16 * y3 );
  141. // Bounding rectangle
  142. var minx = Math.max( ( Math.min( x1, x2, x3 ) + 0xf ) >> 4, 0 );
  143. var maxx = Math.min( ( Math.max( x1, x2, x3 ) + 0xf ) >> 4, canvasWidth );
  144. var miny = Math.max( ( Math.min( y1, y2, y3 ) + 0xf ) >> 4, 0 );
  145. var maxy = Math.min( ( Math.max( y1, y2, y3 ) + 0xf ) >> 4, canvasHeight );
  146. rectx1 = Math.min( minx, rectx1 );
  147. rectx2 = Math.max( maxx, rectx2 );
  148. recty1 = Math.min( miny, recty1 );
  149. recty2 = Math.max( maxy, recty2 );
  150. // Deltas
  151. var dx12 = x1 - x2, dy12 = y2 - y1;
  152. var dx23 = x2 - x3, dy23 = y3 - y2;
  153. var dx31 = x3 - x1, dy31 = y1 - y3;
  154. // Block size, standard 8x8 (must be power of two)
  155. var q = blocksize;
  156. // Start in corner of 8x8 block
  157. minx &= ~(q - 1);
  158. miny &= ~(q - 1);
  159. // Constant part of half-edge functions
  160. var c1 = -dy12 * x1 - dx12 * y1;
  161. var c2 = -dy23 * x2 - dx23 * y2;
  162. var c3 = -dy31 * x3 - dx31 * y3;
  163. // Correct for fill convention
  164. if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  165. if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  166. if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
  167. // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
  168. // It's a bit subtle. :)
  169. c1 = (c1 - 1) >> 4;
  170. c2 = (c2 - 1) >> 4;
  171. c3 = (c3 - 1) >> 4;
  172. // Set up min/max corners
  173. var qm1 = q - 1; // for convenience
  174. var nmin1 = 0, nmax1 = 0;
  175. var nmin2 = 0, nmax2 = 0;
  176. var nmin3 = 0, nmax3 = 0;
  177. if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
  178. if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
  179. if (dx23 >= 0) nmax2 -= qm1*dx23; else nmin2 -= qm1*dx23;
  180. if (dy23 >= 0) nmax2 -= qm1*dy23; else nmin2 -= qm1*dy23;
  181. if (dx31 >= 0) nmax3 -= qm1*dx31; else nmin3 -= qm1*dx31;
  182. if (dy31 >= 0) nmax3 -= qm1*dy31; else nmin3 -= qm1*dy31;
  183. // Loop through blocks
  184. var linestep = (canvasWidth - q) * 4;
  185. var scale = 255.0 / (c1 + c2 + c3);
  186. for ( var y0 = miny; y0 < maxy; y0 += q ) {
  187. for ( var x0 = minx; x0 < maxx; x0 += q ) {
  188. // Edge functions at top-left corner
  189. var cy1 = c1 + dx12 * y0 + dy12 * x0;
  190. var cy2 = c2 + dx23 * y0 + dy23 * x0;
  191. var cy3 = c3 + dx31 * y0 + dy31 * x0;
  192. // Skip block when at least one edge completely out
  193. if (cy1 < nmax1 || cy2 < nmax2 || cy3 < nmax3) continue;
  194. // Skip writing full block if it's already fully covered
  195. var blockX = (x0 / q) | 0;
  196. var blockY = (y0 / q) | 0;
  197. var blockInd = blockX + blockY * canvasWBlocks;
  198. if (block_full[blockInd]) continue;
  199. // Offset at top-left corner
  200. var offset = (x0 + y0 * canvasWidth) * 4;
  201. // Accept whole block when fully covered
  202. if (cy1 >= nmin1 && cy2 >= nmin2 && cy3 >= nmin3) {
  203. for ( var iy = 0; iy < q; iy ++ ) {
  204. var cx1 = cy1;
  205. var cx2 = cy2;
  206. for ( var ix = 0; ix < q; ix ++ ) {
  207. /*
  208. if (!data[offset + 3]) {
  209. var u = cx1 * scale; // 0-255!
  210. var v = cx2 * scale; // 0-255!
  211. data[offset] = u;
  212. data[offset + 1] = v;
  213. data[offset + 2] = 0;
  214. data[offset + 3] = 255;
  215. data[offset] = r;
  216. data[offset + 1] = g;
  217. data[offset + 2] = b;
  218. data[offset + 3] = 255;
  219. }
  220. */
  221. drawPixel( x0 + ix, y0 + iy, r, g, b );
  222. cx1 += dy12;
  223. cx2 += dy23;
  224. offset += 4;
  225. }
  226. cy1 += dx12;
  227. cy2 += dx23;
  228. offset += linestep;
  229. }
  230. block_full[blockInd] = 1;
  231. } else { // Partially covered block
  232. for ( var iy = 0; iy < q; iy ++ ) {
  233. var cx1 = cy1;
  234. var cx2 = cy2;
  235. var cx3 = cy3;
  236. for ( var ix = 0; ix < q; ix ++ ) {
  237. if ( (cx1 | cx2 | cx3) >= 0/* && !data[offset+3]*/) {
  238. /*
  239. var u = cx1 * scale; // 0-255!
  240. var v = cx2 * scale; // 0-255!
  241. data[offset] = u;
  242. data[offset + 1] = v;
  243. data[offset + 2] = 0;
  244. data[offset + 3] = 255;
  245. */
  246. /*
  247. data[offset] = r;
  248. data[offset + 1] = g;
  249. data[offset + 2] = b;
  250. data[offset + 3] = 255;
  251. */
  252. drawPixel( x0 + ix, y0 + iy, r, g, b );
  253. }
  254. cx1 += dy12;
  255. cx2 += dy23;
  256. cx3 += dy31;
  257. offset += 4;
  258. }
  259. cy1 += dx12;
  260. cy2 += dx23;
  261. cy3 += dx31;
  262. offset += linestep;
  263. }
  264. }
  265. }
  266. }
  267. }
  268. function normalToComponent( normal ) {
  269. var component = ( normal + 1 ) * 127;
  270. return component < 0 ? 0 : ( component > 255 ? 255 : component );
  271. }
  272. };