SoftwareRenderer.js 15 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 ( parameters ) {
  7. console.log( 'THREE.SoftwareRenderer', THREE.REVISION );
  8. parameters = parameters || {};
  9. var canvas = document.createElement( 'canvas' );
  10. var context = canvas.getContext( '2d', {
  11. alpha: parameters.alpha === true
  12. } );
  13. var shaders = {};
  14. var canvasWidth, canvasHeight;
  15. var canvasWBlocks, canvasHBlocks;
  16. var viewportXScale, viewportYScale, viewportZScale;
  17. var viewportXOffs, viewportYOffs, viewportZOffs;
  18. var clearColor = new THREE.Color( 0x000000 );
  19. var imagedata, data, zbuffer;
  20. var numBlocks, blockMaxZ, blockFlags;
  21. var BLOCK_ISCLEAR = (1 << 0);
  22. var BLOCK_NEEDCLEAR = (1 << 1);
  23. var subpixelBits = 4;
  24. var subpixelBias = (1 << subpixelBits) - 1;
  25. var blockShift = 3;
  26. var blockSize = 1 << blockShift;
  27. var maxZVal = (1 << 24); // Note: You want to size this so you don't get overflows.
  28. var rectx1 = Infinity, recty1 = Infinity;
  29. var rectx2 = 0, recty2 = 0;
  30. var prevrectx1 = Infinity, prevrecty1 = Infinity;
  31. var prevrectx2 = 0, prevrecty2 = 0;
  32. var projector = new THREE.Projector();
  33. var vector1 = new THREE.Vector3();
  34. var vector2 = new THREE.Vector3();
  35. var vector3 = new THREE.Vector3();
  36. this.domElement = canvas;
  37. this.autoClear = true;
  38. // WebGLRenderer compatibility
  39. this.supportsVertexTextures = function () {};
  40. this.setFaceCulling = function () {};
  41. this.setClearColor = function ( color, alpha ) {
  42. clearColor.set( color );
  43. };
  44. this.setSize = function ( width, height ) {
  45. canvasWBlocks = Math.floor( width / blockSize );
  46. canvasHBlocks = Math.floor( height / blockSize );
  47. canvasWidth = canvasWBlocks * blockSize;
  48. canvasHeight = canvasHBlocks * blockSize;
  49. var fixScale = 1 << subpixelBits;
  50. viewportXScale = fixScale * canvasWidth / 2;
  51. viewportYScale = -fixScale * canvasHeight / 2;
  52. viewportZScale = maxZVal / 2;
  53. viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
  54. viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
  55. viewportZOffs = maxZVal / 2 + 0.5;
  56. canvas.width = canvasWidth;
  57. canvas.height = canvasHeight;
  58. context.fillStyle = clearColor.getStyle();
  59. context.fillRect( 0, 0, canvasWidth, canvasHeight );
  60. imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
  61. data = imagedata.data;
  62. zbuffer = new Int32Array( data.length / 4 );
  63. numBlocks = canvasWBlocks * canvasHBlocks;
  64. blockMaxZ = new Int32Array( numBlocks );
  65. blockFlags = new Uint8Array( numBlocks );
  66. for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
  67. zbuffer[ i ] = maxZVal;
  68. }
  69. for ( var i = 0; i < numBlocks; i ++ ) {
  70. blockFlags[ i ] = BLOCK_ISCLEAR;
  71. }
  72. };
  73. this.setSize( canvas.width, canvas.height );
  74. this.clear = function () {
  75. rectx1 = Infinity;
  76. recty1 = Infinity;
  77. rectx2 = 0;
  78. recty2 = 0;
  79. for ( var i = 0; i < numBlocks; i ++ ) {
  80. blockMaxZ[ i ] = maxZVal;
  81. blockFlags[ i ] = (blockFlags[ i ] & BLOCK_ISCLEAR) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR;
  82. }
  83. };
  84. this.render = function ( scene, camera ) {
  85. if ( this.autoClear === true ) this.clear();
  86. var renderData = projector.projectScene( scene, camera, false, false );
  87. var elements = renderData.elements;
  88. for ( var e = 0, el = elements.length; e < el; e ++ ) {
  89. var element = elements[ e ];
  90. var material = element.material;
  91. var shader = getMaterialShader( material );
  92. if ( element instanceof THREE.RenderableFace ) {
  93. drawTriangle(
  94. element.v1.positionScreen,
  95. element.v2.positionScreen,
  96. element.v3.positionScreen,
  97. shader, element, material
  98. );
  99. } else if ( element instanceof THREE.RenderableSprite ) {
  100. var scaleX = element.scale.x * 0.5;
  101. var scaleY = element.scale.y * 0.5;
  102. vector1.copy( element );
  103. vector1.x -= scaleX;
  104. vector1.y += scaleY;
  105. vector2.copy( element );
  106. vector2.x -= scaleX;
  107. vector2.y -= scaleY;
  108. vector3.copy( element );
  109. vector3.x += scaleX;
  110. vector3.y += scaleY;
  111. drawTriangle(
  112. vector1, vector2, vector3,
  113. shader, element, material
  114. );
  115. vector1.copy( element );
  116. vector1.x += scaleX;
  117. vector1.y += scaleY;
  118. vector2.copy( element );
  119. vector2.x -= scaleX;
  120. vector2.y -= scaleY;
  121. vector3.copy( element );
  122. vector3.x += scaleX;
  123. vector3.y -= scaleY;
  124. drawTriangle(
  125. vector1, vector2, vector3,
  126. shader, element, material
  127. );
  128. }
  129. }
  130. finishClear();
  131. var x = Math.min( rectx1, prevrectx1 );
  132. var y = Math.min( recty1, prevrecty1 );
  133. var width = Math.max( rectx2, prevrectx2 ) - x;
  134. var height = Math.max( recty2, prevrecty2 ) - y;
  135. /*
  136. // debug; draw zbuffer
  137. for ( var i = 0, l = zbuffer.length; i < l; i++ ) {
  138. var o = i * 4;
  139. var v = (65535 - zbuffer[ i ]) >> 3;
  140. data[ o + 0 ] = v;
  141. data[ o + 1 ] = v;
  142. data[ o + 2 ] = v;
  143. data[ o + 3 ] = 255;
  144. }
  145. */
  146. if ( x !== Infinity ) {
  147. context.putImageData( imagedata, 0, 0, x, y, width, height );
  148. }
  149. prevrectx1 = rectx1; prevrecty1 = recty1;
  150. prevrectx2 = rectx2; prevrecty2 = recty2;
  151. };
  152. function getMaterialShader( material ) {
  153. var id = material.id;
  154. var shader = shaders[ id ];
  155. if ( shaders[ id ] === undefined ) {
  156. if ( material instanceof THREE.MeshBasicMaterial ||
  157. material instanceof THREE.MeshLambertMaterial ||
  158. material instanceof THREE.MeshPhongMaterial ||
  159. material instanceof THREE.SpriteMaterial ) {
  160. var string;
  161. if ( material.vertexColors === THREE.FaceColors ) {
  162. string = [
  163. 'buffer[ offset ] = face.color.r * 255;',
  164. 'buffer[ offset + 1 ] = face.color.g * 255;',
  165. 'buffer[ offset + 2 ] = face.color.b * 255;',
  166. 'buffer[ offset + 3 ] = material.opacity * 255;',
  167. ].join('\n');
  168. } else {
  169. string = [
  170. 'buffer[ offset ] = material.color.r * 255;',
  171. 'buffer[ offset + 1 ] = material.color.g * 255;',
  172. 'buffer[ offset + 2 ] = material.color.b * 255;',
  173. 'buffer[ offset + 3 ] = material.opacity * 255;',
  174. ].join('\n');
  175. }
  176. shader = new Function( 'buffer, offset, u, v, face, material', string );
  177. } else {
  178. var string = [
  179. 'buffer[ offset ] = u * 255;',
  180. 'buffer[ offset + 1 ] = v * 255;',
  181. 'buffer[ offset + 2 ] = 0;',
  182. 'buffer[ offset + 3 ] = 255;'
  183. ].join('\n');
  184. shader = new Function( 'buffer, offset, u, v', string );
  185. }
  186. shaders[ id ] = shader;
  187. }
  188. return shader;
  189. }
  190. function clearRectangle( x1, y1, x2, y2 ) {
  191. var xmin = Math.max( Math.min( x1, x2 ), 0 );
  192. var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
  193. var ymin = Math.max( Math.min( y1, y2 ), 0 );
  194. var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
  195. var offset = ( xmin + ymin * canvasWidth ) * 4 + 3;
  196. var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
  197. for ( var y = ymin; y < ymax; y ++ ) {
  198. for ( var x = xmin; x < xmax; x ++ ) {
  199. data[ offset += 4 ] = 0;
  200. }
  201. offset += linestep;
  202. }
  203. }
  204. function drawTriangle( v1, v2, v3, shader, face, material ) {
  205. // TODO: Implement per-pixel z-clipping
  206. if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 || v3.z < -1 || v3.z > 1 ) return;
  207. // https://gist.github.com/2486101
  208. // explanation: http://pouet.net/topic.php?which=8760&page=1
  209. // 28.4 fixed-point coordinates
  210. var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
  211. var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
  212. var x3 = (v3.x * viewportXScale + viewportXOffs) | 0;
  213. var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
  214. var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
  215. var y3 = (v3.y * viewportYScale + viewportYOffs) | 0;
  216. // Z values (.28 fixed-point)
  217. var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
  218. var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
  219. var z3 = (v3.z * viewportZScale + viewportZOffs) | 0;
  220. // Deltas
  221. var dx12 = x1 - x2, dy12 = y2 - y1;
  222. var dx23 = x2 - x3, dy23 = y3 - y2;
  223. var dx31 = x3 - x1, dy31 = y1 - y3;
  224. // Bounding rectangle
  225. var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
  226. var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  227. var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
  228. var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  229. rectx1 = Math.min( minx, rectx1 );
  230. rectx2 = Math.max( maxx, rectx2 );
  231. recty1 = Math.min( miny, recty1 );
  232. recty2 = Math.max( maxy, recty2 );
  233. // Block size, standard 8x8 (must be power of two)
  234. var q = blockSize;
  235. // Start in corner of 8x8 block
  236. minx &= ~(q - 1);
  237. miny &= ~(q - 1);
  238. // Constant part of half-edge functions
  239. var c1 = dy12 * ((minx << subpixelBits) - x1) + dx12 * ((miny << subpixelBits) - y1);
  240. var c2 = dy23 * ((minx << subpixelBits) - x2) + dx23 * ((miny << subpixelBits) - y2);
  241. var c3 = dy31 * ((minx << subpixelBits) - x3) + dx31 * ((miny << subpixelBits) - y3);
  242. // Correct for fill convention
  243. if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  244. if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  245. if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
  246. // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
  247. // It's a bit subtle. :)
  248. c1 = (c1 - 1) >> subpixelBits;
  249. c2 = (c2 - 1) >> subpixelBits;
  250. c3 = (c3 - 1) >> subpixelBits;
  251. // Z interpolation setup
  252. var dz12 = z1 - z2, dz31 = z3 - z1;
  253. var invDet = 1.0 / (dx12*dy31 - dx31*dy12);
  254. var dzdx = (invDet * (dz12*dy31 - dz31*dy12)); // dz per one subpixel step in x
  255. var dzdy = (invDet * (dz12*dx31 - dx12*dz31)); // dz per one subpixel step in y
  256. // Z at top/left corner of rast area
  257. var cz = ( z1 + ((minx << subpixelBits) - x1) * dzdx + ((miny << subpixelBits) - y1) * dzdy ) | 0;
  258. // Z pixel steps
  259. var zfixscale = (1 << subpixelBits);
  260. dzdx = (dzdx * zfixscale) | 0;
  261. dzdy = (dzdy * zfixscale) | 0;
  262. // Set up min/max corners
  263. var qm1 = q - 1; // for convenience
  264. var nmin1 = 0, nmax1 = 0;
  265. var nmin2 = 0, nmax2 = 0;
  266. var nmin3 = 0, nmax3 = 0;
  267. var nminz = 0, nmaxz = 0;
  268. if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
  269. if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
  270. if (dx23 >= 0) nmax2 -= qm1*dx23; else nmin2 -= qm1*dx23;
  271. if (dy23 >= 0) nmax2 -= qm1*dy23; else nmin2 -= qm1*dy23;
  272. if (dx31 >= 0) nmax3 -= qm1*dx31; else nmin3 -= qm1*dx31;
  273. if (dy31 >= 0) nmax3 -= qm1*dy31; else nmin3 -= qm1*dy31;
  274. if (dzdx >= 0) nmaxz += qm1*dzdx; else nminz += qm1*dzdx;
  275. if (dzdy >= 0) nmaxz += qm1*dzdy; else nminz += qm1*dzdy;
  276. // Loop through blocks
  277. var linestep = canvasWidth - q;
  278. var scale = 1.0 / (c1 + c2 + c3);
  279. var cb1 = c1;
  280. var cb2 = c2;
  281. var cb3 = c3;
  282. var cbz = cz;
  283. var qstep = -q;
  284. var e1x = qstep * dy12;
  285. var e2x = qstep * dy23;
  286. var e3x = qstep * dy31;
  287. var ezx = qstep * dzdx;
  288. var x0 = minx;
  289. for ( var y0 = miny; y0 < maxy; y0 += q ) {
  290. // New block line - keep hunting for tri outer edge in old block line dir
  291. while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
  292. x0 += qstep;
  293. cb1 += e1x;
  294. cb2 += e2x;
  295. cb3 += e3x;
  296. cbz += ezx;
  297. }
  298. // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
  299. qstep = -qstep;
  300. e1x = -e1x;
  301. e2x = -e2x;
  302. e3x = -e3x;
  303. ezx = -ezx;
  304. while ( 1 ) {
  305. // Step everything
  306. x0 += qstep;
  307. cb1 += e1x;
  308. cb2 += e2x;
  309. cb3 += e3x;
  310. cbz += ezx;
  311. // We're done with this block line when at least one edge completely out
  312. // If an edge function is too small and decreasing in the current traversal
  313. // dir, we're done with this line.
  314. if (x0 < minx || x0 >= maxx) break;
  315. if (cb1 < nmax1) if (e1x < 0) break; else continue;
  316. if (cb2 < nmax2) if (e2x < 0) break; else continue;
  317. if (cb3 < nmax3) if (e3x < 0) break; else continue;
  318. // We can skip this block if it's already fully covered
  319. var blockX = x0 >> blockShift;
  320. var blockY = y0 >> blockShift;
  321. var blockId = blockX + blockY * canvasWBlocks;
  322. var minz = cbz + nminz;
  323. // farthest point in block closer than closest point in our tri?
  324. if ( blockMaxZ[ blockId ] < minz ) continue;
  325. // Need to do a deferred clear?
  326. var bflags = blockFlags[ blockId ];
  327. if ( bflags & BLOCK_NEEDCLEAR) clearBlock( blockX, blockY );
  328. blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  329. // Offset at top-left corner
  330. var offset = x0 + y0 * canvasWidth;
  331. // Accept whole block when fully covered
  332. if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
  333. var maxz = cbz + nmaxz;
  334. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  335. var cy1 = cb1;
  336. var cy2 = cb2;
  337. var cyz = cbz;
  338. for ( var iy = 0; iy < q; iy ++ ) {
  339. var cx1 = cy1;
  340. var cx2 = cy2;
  341. var cxz = cyz;
  342. for ( var ix = 0; ix < q; ix ++ ) {
  343. var z = cxz;
  344. if ( z < zbuffer[ offset ] ) {
  345. zbuffer[ offset ] = z;
  346. var u = cx1 * scale;
  347. var v = cx2 * scale;
  348. shader( data, offset * 4, u, v, face, material );
  349. }
  350. cx1 += dy12;
  351. cx2 += dy23;
  352. cxz += dzdx;
  353. offset++;
  354. }
  355. cy1 += dx12;
  356. cy2 += dx23;
  357. cyz += dzdy;
  358. offset += linestep;
  359. }
  360. } else { // Partially covered block
  361. var cy1 = cb1;
  362. var cy2 = cb2;
  363. var cy3 = cb3;
  364. var cyz = cbz;
  365. for ( var iy = 0; iy < q; iy ++ ) {
  366. var cx1 = cy1;
  367. var cx2 = cy2;
  368. var cx3 = cy3;
  369. var cxz = cyz;
  370. for ( var ix = 0; ix < q; ix ++ ) {
  371. if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
  372. var z = cxz;
  373. if ( z < zbuffer[ offset ] ) {
  374. var u = cx1 * scale;
  375. var v = cx2 * scale;
  376. zbuffer[ offset ] = z;
  377. shader( data, offset * 4, u, v, face, material );
  378. }
  379. }
  380. cx1 += dy12;
  381. cx2 += dy23;
  382. cx3 += dy31;
  383. cxz += dzdx;
  384. offset++;
  385. }
  386. cy1 += dx12;
  387. cy2 += dx23;
  388. cy3 += dx31;
  389. cyz += dzdy;
  390. offset += linestep;
  391. }
  392. }
  393. }
  394. // Advance to next row of blocks
  395. cb1 += q*dx12;
  396. cb2 += q*dx23;
  397. cb3 += q*dx31;
  398. cbz += q*dzdy;
  399. }
  400. }
  401. function clearBlock( blockX, blockY ) {
  402. var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
  403. var poffset = zoffset * 4;
  404. var zlinestep = canvasWidth - blockSize;
  405. var plinestep = zlinestep * 4;
  406. for ( var y = 0; y < blockSize; y ++ ) {
  407. for ( var x = 0; x < blockSize; x ++ ) {
  408. zbuffer[ zoffset ++ ] = maxZVal;
  409. data[ poffset ++ ] = clearColor.r * 255 | 0;
  410. data[ poffset ++ ] = clearColor.g * 255 | 0;
  411. data[ poffset ++ ] = clearColor.b * 255 | 0;
  412. data[ poffset ++ ] = 255;
  413. }
  414. zoffset += zlinestep;
  415. poffset += plinestep;
  416. }
  417. }
  418. function finishClear( ) {
  419. var block = 0;
  420. for ( var y = 0; y < canvasHBlocks; y ++ ) {
  421. for ( var x = 0; x < canvasWBlocks; x ++ ) {
  422. if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
  423. clearBlock( x, y );
  424. blockFlags[ block ] = BLOCK_ISCLEAR;
  425. }
  426. block ++;
  427. }
  428. }
  429. }
  430. };