SoftwareRenderer.js 9.8 KB

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  1. /**
  2. * @author mrdoob / http://mrdoob.com/
  3. * @author mraleph / http://mrale.ph/
  4. */
  5. THREE.SoftwareRenderer = function () {
  6. console.log( 'THREE.SoftwareRenderer', THREE.REVISION );
  7. var canvas = document.createElement( 'canvas' );
  8. var context = canvas.getContext( '2d' );
  9. var canvasWidth = canvas.width;
  10. var canvasHeight = canvas.height;
  11. var canvasWidthHalf = canvasWidth / 2;
  12. var canvasHeightHalf = canvasHeight / 2;
  13. var imagedata = context.getImageData( 0, 0, canvas.width, canvas.height );
  14. var data = imagedata.data;
  15. var blocksize = 8;
  16. var canvasWBlocks = Math.floor( ( canvasWidth + blocksize - 1 ) / blocksize );
  17. var canvasHBlocks = Math.floor( ( canvasHeight + blocksize - 1 ) / blocksize );
  18. var block_full = new Uint8Array( canvasWBlocks * canvasHBlocks );
  19. var rectx1 = Infinity, recty1 = Infinity;
  20. var rectx2 = 0, recty2 = 0;
  21. var prevrectx1 = Infinity, prevrecty1 = Infinity;
  22. var prevrectx2 = 0, prevrecty2 = 0;
  23. var projector = new THREE.Projector();
  24. this.domElement = canvas;
  25. this.autoClear = true;
  26. this.setSize = function ( width, height ) {
  27. canvasWidth = width | 0;
  28. canvasHeight = height | 0;
  29. canvasWidthHalf = canvasWidth / 2;
  30. canvasHeightHalf = canvasHeight / 2;
  31. canvas.width = canvasWidth;
  32. canvas.height = canvasHeight;
  33. imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
  34. data = imagedata.data;
  35. canvasWBlocks = Math.floor( ( canvasWidth + blocksize - 1 ) / blocksize );
  36. canvasHBlocks = Math.floor( ( canvasHeight + blocksize - 1 ) / blocksize );
  37. block_full = new Uint8Array( canvasWBlocks * canvasHBlocks )
  38. };
  39. this.clear = function () {
  40. clearRectangle( prevrectx1, prevrecty1, prevrectx2, prevrecty2 );
  41. for ( var i = 0, l = block_full.length; i < l; i ++ ) {
  42. block_full[ i ] = 0;
  43. }
  44. };
  45. this.render = function ( scene, camera ) {
  46. rectx1 = Infinity;
  47. recty1 = Infinity;
  48. rectx2 = 0;
  49. recty2 = 0;
  50. if ( this.autoClear ) this.clear();
  51. var renderData = projector.projectScene( scene, camera );
  52. var elements = renderData.elements;
  53. elements.sort( numericalSort );
  54. for ( var e = 0, el = elements.length; e < el; e ++ ) {
  55. var element = elements[ e ];
  56. if ( element instanceof THREE.RenderableFace3 ) {
  57. var v1 = element.v1.positionScreen;
  58. var v2 = element.v2.positionScreen;
  59. var v3 = element.v3.positionScreen;
  60. drawTriangle(
  61. v1.x * canvasWidthHalf + canvasWidthHalf,
  62. - v1.y * canvasHeightHalf + canvasHeightHalf,
  63. v2.x * canvasWidthHalf + canvasWidthHalf,
  64. - v2.y * canvasHeightHalf + canvasHeightHalf,
  65. v3.x * canvasWidthHalf + canvasWidthHalf,
  66. - v3.y * canvasHeightHalf + canvasHeightHalf,
  67. function ( offset, cx1, cx2, scale ) {
  68. var u = cx1 * scale; // 0-255!
  69. var v = cx2 * scale; // 0-255!
  70. data[ offset ] = u;
  71. data[ offset + 1 ] = v;
  72. data[ offset + 2 ] = 0;
  73. data[ offset + 3 ] = 255;
  74. }
  75. )
  76. } else if ( element instanceof THREE.RenderableFace4 ) {
  77. var v1 = element.v1.positionScreen;
  78. var v2 = element.v2.positionScreen;
  79. var v3 = element.v3.positionScreen;
  80. var v4 = element.v4.positionScreen;
  81. drawTriangle(
  82. v1.x * canvasWidthHalf + canvasWidthHalf,
  83. - v1.y * canvasHeightHalf + canvasHeightHalf,
  84. v2.x * canvasWidthHalf + canvasWidthHalf,
  85. - v2.y * canvasHeightHalf + canvasHeightHalf,
  86. v3.x * canvasWidthHalf + canvasWidthHalf,
  87. - v3.y * canvasHeightHalf + canvasHeightHalf,
  88. function ( offset, cx1, cx2, scale ) {
  89. data[ offset ] = 0;
  90. data[ offset + 1 ] = 255;
  91. data[ offset + 2 ] = 0;
  92. data[ offset + 3 ] = 255;
  93. }
  94. );
  95. drawTriangle(
  96. v3.x * canvasWidthHalf + canvasWidthHalf,
  97. - v3.y * canvasHeightHalf + canvasHeightHalf,
  98. v4.x * canvasWidthHalf + canvasWidthHalf,
  99. - v4.y * canvasHeightHalf + canvasHeightHalf,
  100. v1.x * canvasWidthHalf + canvasWidthHalf,
  101. - v1.y * canvasHeightHalf + canvasHeightHalf,
  102. function ( offset, cx1, cx2, scale ) {
  103. data[ offset ] = 0;
  104. data[ offset + 1 ] = 0;
  105. data[ offset + 2 ] = 255;
  106. data[ offset + 3 ] = 255;
  107. }
  108. );
  109. }
  110. }
  111. var x = Math.min( rectx1, prevrectx1 );
  112. var y = Math.min( recty1, prevrecty1 );
  113. var width = Math.max( rectx2, prevrectx2 ) - x;
  114. var height = Math.max( recty2, prevrecty2 ) - y;
  115. context.putImageData( imagedata, 0, 0, x, y, width, height );
  116. prevrectx1 = rectx1; prevrecty1 = recty1;
  117. prevrectx2 = rectx2; prevrecty2 = recty2;
  118. };
  119. function numericalSort( a, b ) {
  120. return a.z - b.z;
  121. }
  122. function clearRectangle( x1, y1, x2, y2 ) {
  123. var xmin = Math.max( Math.min( x1, x2 ), 0 );
  124. var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
  125. var ymin = Math.max( Math.min( y1, y2 ), 0 );
  126. var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
  127. var offset = ( xmin + ymin * canvasWidth - 1 ) * 4 + 3;
  128. var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
  129. for ( var y = ymin; y < ymax; y ++ ) {
  130. for ( var x = xmin; x < xmax; x ++ ) {
  131. data[ offset += 4 ] = 0;
  132. }
  133. offset += linestep;
  134. }
  135. }
  136. function drawTriangle( x1, y1, x2, y2, x3, y3, shader ) {
  137. // https://gist.github.com/2486101
  138. // explanation: ttp://pouet.net/topic.php?which=8760&page=1
  139. // 28.4 fixed-point coordinates
  140. var x1 = (16 * x1) | 0;
  141. var x2 = (16 * x2) | 0;
  142. var x3 = (16 * x3) | 0;
  143. var y1 = (16 * y1) | 0;
  144. var y2 = (16 * y2) | 0;
  145. var y3 = (16 * y3) | 0;
  146. // Deltas
  147. var dx12 = x1 - x2, dy12 = y2 - y1;
  148. var dx23 = x2 - x3, dy23 = y3 - y2;
  149. var dx31 = x3 - x1, dy31 = y1 - y3;
  150. // Bounding rectangle
  151. var minx = Math.max( ( Math.min( x1, x2, x3 ) + 0xf ) >> 4, 0 );
  152. var maxx = Math.min( ( Math.max( x1, x2, x3 ) + 0xf ) >> 4, canvasWidth );
  153. var miny = Math.max( ( Math.min( y1, y2, y3 ) + 0xf ) >> 4, 0 );
  154. var maxy = Math.min( ( Math.max( y1, y2, y3 ) + 0xf ) >> 4, canvasHeight );
  155. rectx1 = Math.min( minx, rectx1 );
  156. rectx2 = Math.max( maxx, rectx2 );
  157. recty1 = Math.min( miny, recty1 );
  158. recty2 = Math.max( maxy, recty2 );
  159. // Block size, standard 8x8 (must be power of two)
  160. var q = blocksize;
  161. // Start in corner of 8x8 block
  162. minx &= ~(q - 1);
  163. miny &= ~(q - 1);
  164. // Constant part of half-edge functions
  165. var c1 = dy12 * ((minx << 4) - x1) + dx12 * ((miny << 4) - y1);
  166. var c2 = dy23 * ((minx << 4) - x2) + dx23 * ((miny << 4) - y2);
  167. var c3 = dy31 * ((minx << 4) - x3) + dx31 * ((miny << 4) - y3);
  168. // Correct for fill convention
  169. if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  170. if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  171. if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
  172. // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
  173. // It's a bit subtle. :)
  174. c1 = (c1 - 1) >> 4;
  175. c2 = (c2 - 1) >> 4;
  176. c3 = (c3 - 1) >> 4;
  177. // Set up min/max corners
  178. var qm1 = q - 1; // for convenience
  179. var nmin1 = 0, nmax1 = 0;
  180. var nmin2 = 0, nmax2 = 0;
  181. var nmin3 = 0, nmax3 = 0;
  182. if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
  183. if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
  184. if (dx23 >= 0) nmax2 -= qm1*dx23; else nmin2 -= qm1*dx23;
  185. if (dy23 >= 0) nmax2 -= qm1*dy23; else nmin2 -= qm1*dy23;
  186. if (dx31 >= 0) nmax3 -= qm1*dx31; else nmin3 -= qm1*dx31;
  187. if (dy31 >= 0) nmax3 -= qm1*dy31; else nmin3 -= qm1*dy31;
  188. // Loop through blocks
  189. var linestep = (canvasWidth - q) * 4;
  190. var scale = 255.0 / (c1 + c2 + c3);
  191. var cb1 = c1;
  192. var cb2 = c2;
  193. var cb3 = c3;
  194. var qstep = -q;
  195. var e1x = qstep * dy12;
  196. var e2x = qstep * dy23;
  197. var e3x = qstep * dy31;
  198. var x0 = minx;
  199. for ( var y0 = miny; y0 < maxy; y0 += q ) {
  200. // New block line - keep hunting for tri outer edge in old block line dir
  201. while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
  202. x0 += qstep;
  203. cb1 += e1x;
  204. cb2 += e2x;
  205. cb3 += e3x;
  206. }
  207. // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
  208. qstep = -qstep;
  209. e1x = -e1x;
  210. e2x = -e2x;
  211. e3x = -e3x;
  212. while (1) {
  213. // Step everything
  214. x0 += qstep;
  215. cb1 += e1x;
  216. cb2 += e2x;
  217. cb3 += e3x;
  218. // We're done with this block line when at least one edge completely out
  219. // If an edge function is too small and decreasing in the current traversal
  220. // dir, we're done with this line.
  221. if (x0 < minx || x0 >= maxx) break;
  222. if (cb1 < nmax1) if (e1x < 0) break; else continue;
  223. if (cb2 < nmax2) if (e2x < 0) break; else continue;
  224. if (cb3 < nmax3) if (e3x < 0) break; else continue;
  225. // We can skip this block if it's already fully covered
  226. var blockX = (x0 / q) | 0;
  227. var blockY = (y0 / q) | 0;
  228. var blockInd = blockX + blockY * canvasWBlocks;
  229. if (block_full[blockInd]) continue;
  230. // Offset at top-left corner
  231. var offset = ( x0 + y0 * canvasWidth ) * 4;
  232. // Accept whole block when fully covered
  233. if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
  234. var cy1 = cb1;
  235. var cy2 = cb2;
  236. for ( var iy = 0; iy < q; iy ++ ) {
  237. var cx1 = cy1;
  238. var cx2 = cy2;
  239. for ( var ix = 0; ix < q; ix ++ ) {
  240. if ( data[ offset + 3 ] === 0 ) {
  241. shader( offset, cx1, cx2, scale );
  242. }
  243. cx1 += dy12;
  244. cx2 += dy23;
  245. offset += 4;
  246. }
  247. cy1 += dx12;
  248. cy2 += dx23;
  249. offset += linestep;
  250. }
  251. block_full[blockInd] = 1;
  252. } else { // Partially covered block
  253. var cy1 = cb1;
  254. var cy2 = cb2;
  255. var cy3 = cb3;
  256. for ( var iy = 0; iy < q; iy ++ ) {
  257. var cx1 = cy1;
  258. var cx2 = cy2;
  259. var cx3 = cy3;
  260. for ( var ix = 0; ix < q; ix ++ ) {
  261. if ( ( cx1 | cx2 | cx3 ) >= 0 && data[ offset + 3 ] === 0 ) {
  262. shader( offset, cx1, cx2, scale );
  263. }
  264. cx1 += dy12;
  265. cx2 += dy23;
  266. cx3 += dy31;
  267. offset += 4;
  268. }
  269. cy1 += dx12;
  270. cy2 += dx23;
  271. cy3 += dx31;
  272. offset += linestep;
  273. }
  274. }
  275. }
  276. // Advance to next row of blocks
  277. cb1 += q*dx12;
  278. cb2 += q*dx23;
  279. cb3 += q*dx31;
  280. }
  281. }
  282. };