SoftwareRenderer.js 13 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 canvasWidth, canvasHeight;
  11. var canvasWBlocks, canvasHBlocks;
  12. var viewportXScale, viewportYScale, viewportZScale;
  13. var viewportXOffs, viewportYOffs, viewportZOffs;
  14. var imagedata, data, zbuffer;
  15. var numBlocks, blockMaxZ, blockFlags;
  16. var BLOCK_ISCLEAR = (1 << 0);
  17. var BLOCK_NEEDCLEAR = (1 << 1);
  18. var subpixelBits = 4;
  19. var subpixelBias = (1 << subpixelBits) - 1;
  20. var blockShift = 3;
  21. var blockSize = 1 << blockShift;
  22. var maxZVal = (1 << 24); // Note: You want to size this so you don't get overflows.
  23. var rectx1 = Infinity, recty1 = Infinity;
  24. var rectx2 = 0, recty2 = 0;
  25. var prevrectx1 = Infinity, prevrecty1 = Infinity;
  26. var prevrectx2 = 0, prevrecty2 = 0;
  27. var projector = new THREE.Projector();
  28. this.domElement = canvas;
  29. this.autoClear = true;
  30. // WebGLRenderer compatibility
  31. this.supportsVertexTextures = function () {};
  32. this.setFaceCulling = function () {};
  33. this.setSize = function ( width, height ) {
  34. canvasWBlocks = Math.floor( width / blockSize );
  35. canvasHBlocks = Math.floor( height / blockSize );
  36. canvasWidth = canvasWBlocks * blockSize;
  37. canvasHeight = canvasHBlocks * blockSize;
  38. var fixScale = 1 << subpixelBits;
  39. viewportXScale = fixScale * canvasWidth / 2;
  40. viewportYScale = -fixScale * canvasHeight / 2;
  41. viewportZScale = maxZVal / 2;
  42. viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
  43. viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
  44. viewportZOffs = maxZVal / 2 + 0.5;
  45. canvas.width = canvasWidth;
  46. canvas.height = canvasHeight;
  47. imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
  48. data = imagedata.data;
  49. zbuffer = new Int32Array( data.length / 4 );
  50. numBlocks = canvasWBlocks * canvasHBlocks;
  51. blockMaxZ = new Int32Array( numBlocks );
  52. blockFlags = new Uint8Array( numBlocks );
  53. for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
  54. zbuffer[ i ] = maxZVal;
  55. }
  56. for ( var i = 0; i < numBlocks; i ++ ) {
  57. blockFlags[ i ] = BLOCK_ISCLEAR;
  58. }
  59. };
  60. this.setSize( canvas.width, canvas.height );
  61. this.clear = function () {
  62. for ( var i = 0; i < numBlocks; i ++ ) {
  63. blockMaxZ[ i ] = maxZVal;
  64. blockFlags[ i ] = (blockFlags[ i ] & BLOCK_ISCLEAR) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR;
  65. }
  66. };
  67. function clearBlock( blockX, blockY ) {
  68. var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
  69. var poffset = zoffset * 4 + 3;
  70. var zlinestep = canvasWidth - blockSize;
  71. var plinestep = zlinestep * 4;
  72. for ( var y = 0; y < blockSize; y ++ ) {
  73. for ( var x = 0; x < blockSize; x ++ ) {
  74. zbuffer[ zoffset ] = maxZVal;
  75. data[ poffset ] = 0;
  76. zoffset ++;
  77. poffset += 4;
  78. }
  79. zoffset += zlinestep;
  80. poffset += plinestep;
  81. }
  82. }
  83. function finishClear( ) {
  84. var block = 0;
  85. for ( var y = 0; y < canvasHBlocks; y ++ ) {
  86. for ( var x = 0; x < canvasWBlocks; x ++ ) {
  87. if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
  88. clearBlock( x, y );
  89. blockFlags[ block ] = BLOCK_ISCLEAR;
  90. }
  91. block ++;
  92. }
  93. }
  94. }
  95. this.render = function ( scene, camera ) {
  96. rectx1 = Infinity;
  97. recty1 = Infinity;
  98. rectx2 = 0;
  99. recty2 = 0;
  100. if ( this.autoClear ) this.clear();
  101. var renderData = projector.projectScene( scene, camera );
  102. var elements = renderData.elements;
  103. for ( var e = 0, el = elements.length; e < el; e ++ ) {
  104. var element = elements[ e ];
  105. if ( element instanceof THREE.RenderableFace3 ) {
  106. drawTriangle(
  107. element.v1.positionScreen,
  108. element.v2.positionScreen,
  109. element.v3.positionScreen,
  110. function ( offset, u, v ) {
  111. data[ offset ] = u * 255;
  112. data[ offset + 1 ] = v * 255;
  113. data[ offset + 2 ] = 0;
  114. data[ offset + 3 ] = 255;
  115. }
  116. )
  117. } else if ( element instanceof THREE.RenderableFace4 ) {
  118. drawTriangle(
  119. element.v1.positionScreen,
  120. element.v2.positionScreen,
  121. element.v4.positionScreen,
  122. function ( offset, u, v ) {
  123. data[ offset ] = u * 255;
  124. data[ offset + 1 ] = v * 255;
  125. data[ offset + 2 ] = 0;
  126. data[ offset + 3 ] = 255;
  127. }
  128. );
  129. drawTriangle(
  130. element.v2.positionScreen,
  131. element.v3.positionScreen,
  132. element.v4.positionScreen,
  133. function ( offset, u, v ) {
  134. data[ offset ] = u * 255;
  135. data[ offset + 1 ] = v * 255;
  136. data[ offset + 2 ] = 0;
  137. data[ offset + 3 ] = 255;
  138. }
  139. );
  140. }
  141. }
  142. finishClear();
  143. var x = Math.min( rectx1, prevrectx1 );
  144. var y = Math.min( recty1, prevrecty1 );
  145. var width = Math.max( rectx2, prevrectx2 ) - x;
  146. var height = Math.max( recty2, prevrecty2 ) - y;
  147. /*
  148. // debug; draw zbuffer
  149. for ( var i = 0, l = zbuffer.length; i < l; i++ ) {
  150. var o = i * 4;
  151. var v = (65535 - zbuffer[ i ]) >> 3;
  152. data[ o + 0 ] = v;
  153. data[ o + 1 ] = v;
  154. data[ o + 2 ] = v;
  155. data[ o + 3 ] = 255;
  156. }
  157. */
  158. if ( x !== Infinity ) {
  159. context.putImageData( imagedata, 0, 0, x, y, width, height );
  160. }
  161. prevrectx1 = rectx1; prevrecty1 = recty1;
  162. prevrectx2 = rectx2; prevrecty2 = recty2;
  163. };
  164. function clearRectangle( x1, y1, x2, y2 ) {
  165. var xmin = Math.max( Math.min( x1, x2 ), 0 );
  166. var xmax = Math.min( Math.max( x1, x2 ), canvasWidth );
  167. var ymin = Math.max( Math.min( y1, y2 ), 0 );
  168. var ymax = Math.min( Math.max( y1, y2 ), canvasHeight );
  169. var offset = ( xmin + ymin * canvasWidth - 1 ) * 4 + 3;
  170. var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
  171. for ( var y = ymin; y < ymax; y ++ ) {
  172. for ( var x = xmin; x < xmax; x ++ ) {
  173. data[ offset += 4 ] = 0;
  174. }
  175. offset += linestep;
  176. }
  177. }
  178. function drawTriangle( v1, v2, v3, shader ) {
  179. // https://gist.github.com/2486101
  180. // explanation: http://pouet.net/topic.php?which=8760&page=1
  181. // 28.4 fixed-point coordinates
  182. var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
  183. var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
  184. var x3 = (v3.x * viewportXScale + viewportXOffs) | 0;
  185. var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
  186. var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
  187. var y3 = (v3.y * viewportYScale + viewportYOffs) | 0;
  188. // Z values (.28 fixed-point)
  189. var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
  190. var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
  191. var z3 = (v3.z * viewportZScale + viewportZOffs) | 0;
  192. // Deltas
  193. var dx12 = x1 - x2, dy12 = y2 - y1;
  194. var dx23 = x2 - x3, dy23 = y3 - y2;
  195. var dx31 = x3 - x1, dy31 = y1 - y3;
  196. // Bounding rectangle
  197. var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
  198. var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
  199. var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
  200. var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
  201. rectx1 = Math.min( minx, rectx1 );
  202. rectx2 = Math.max( maxx, rectx2 );
  203. recty1 = Math.min( miny, recty1 );
  204. recty2 = Math.max( maxy, recty2 );
  205. // Block size, standard 8x8 (must be power of two)
  206. var q = blockSize;
  207. // Start in corner of 8x8 block
  208. minx &= ~(q - 1);
  209. miny &= ~(q - 1);
  210. // Constant part of half-edge functions
  211. var c1 = dy12 * ((minx << subpixelBits) - x1) + dx12 * ((miny << subpixelBits) - y1);
  212. var c2 = dy23 * ((minx << subpixelBits) - x2) + dx23 * ((miny << subpixelBits) - y2);
  213. var c3 = dy31 * ((minx << subpixelBits) - x3) + dx31 * ((miny << subpixelBits) - y3);
  214. // Correct for fill convention
  215. if ( dy12 > 0 || ( dy12 == 0 && dx12 > 0 ) ) c1 ++;
  216. if ( dy23 > 0 || ( dy23 == 0 && dx23 > 0 ) ) c2 ++;
  217. if ( dy31 > 0 || ( dy31 == 0 && dx31 > 0 ) ) c3 ++;
  218. // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
  219. // It's a bit subtle. :)
  220. c1 = (c1 - 1) >> subpixelBits;
  221. c2 = (c2 - 1) >> subpixelBits;
  222. c3 = (c3 - 1) >> subpixelBits;
  223. // Z interpolation setup
  224. var dz12 = z1 - z2, dz31 = z3 - z1;
  225. var invDet = 1.0 / (dx12*dy31 - dx31*dy12);
  226. var dzdx = (invDet * (dz12*dy31 - dz31*dy12)); // dz per one subpixel step in x
  227. var dzdy = (invDet * (dz12*dx31 - dx12*dz31)); // dz per one subpixel step in y
  228. // Z at top/left corner of rast area
  229. var cz = ( z1 + ((minx << subpixelBits) - x1) * dzdx + ((miny << subpixelBits) - y1) * dzdy ) | 0;
  230. // Z pixel steps
  231. var zfixscale = (1 << subpixelBits);
  232. dzdx = (dzdx * zfixscale) | 0;
  233. dzdy = (dzdy * zfixscale) | 0;
  234. // Set up min/max corners
  235. var qm1 = q - 1; // for convenience
  236. var nmin1 = 0, nmax1 = 0;
  237. var nmin2 = 0, nmax2 = 0;
  238. var nmin3 = 0, nmax3 = 0;
  239. var nminz = 0, nmaxz = 0;
  240. if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
  241. if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
  242. if (dx23 >= 0) nmax2 -= qm1*dx23; else nmin2 -= qm1*dx23;
  243. if (dy23 >= 0) nmax2 -= qm1*dy23; else nmin2 -= qm1*dy23;
  244. if (dx31 >= 0) nmax3 -= qm1*dx31; else nmin3 -= qm1*dx31;
  245. if (dy31 >= 0) nmax3 -= qm1*dy31; else nmin3 -= qm1*dy31;
  246. if (dzdx >= 0) nmaxz += qm1*dzdx; else nminz += qm1*dzdx;
  247. if (dzdy >= 0) nmaxz += qm1*dzdy; else nminz += qm1*dzdy;
  248. // Loop through blocks
  249. var linestep = canvasWidth - q;
  250. var scale = 1.0 / (c1 + c2 + c3);
  251. var cb1 = c1;
  252. var cb2 = c2;
  253. var cb3 = c3;
  254. var cbz = cz;
  255. var qstep = -q;
  256. var e1x = qstep * dy12;
  257. var e2x = qstep * dy23;
  258. var e3x = qstep * dy31;
  259. var ezx = qstep * dzdx;
  260. var x0 = minx;
  261. for ( var y0 = miny; y0 < maxy; y0 += q ) {
  262. // New block line - keep hunting for tri outer edge in old block line dir
  263. while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
  264. x0 += qstep;
  265. cb1 += e1x;
  266. cb2 += e2x;
  267. cb3 += e3x;
  268. cbz += ezx;
  269. }
  270. // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
  271. qstep = -qstep;
  272. e1x = -e1x;
  273. e2x = -e2x;
  274. e3x = -e3x;
  275. ezx = -ezx;
  276. while ( 1 ) {
  277. // Step everything
  278. x0 += qstep;
  279. cb1 += e1x;
  280. cb2 += e2x;
  281. cb3 += e3x;
  282. cbz += ezx;
  283. // We're done with this block line when at least one edge completely out
  284. // If an edge function is too small and decreasing in the current traversal
  285. // dir, we're done with this line.
  286. if (x0 < minx || x0 >= maxx) break;
  287. if (cb1 < nmax1) if (e1x < 0) break; else continue;
  288. if (cb2 < nmax2) if (e2x < 0) break; else continue;
  289. if (cb3 < nmax3) if (e3x < 0) break; else continue;
  290. // We can skip this block if it's already fully covered
  291. var blockX = x0 >> blockShift;
  292. var blockY = y0 >> blockShift;
  293. var blockId = blockX + blockY * canvasWBlocks;
  294. var minz = cbz + nminz;
  295. // farthest point in block closer than closest point in our tri?
  296. if ( blockMaxZ[ blockId ] < minz ) continue;
  297. // Need to do a deferred clear?
  298. var bflags = blockFlags[ blockId ];
  299. if ( bflags & BLOCK_NEEDCLEAR) clearBlock( blockX, blockY );
  300. blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
  301. // Offset at top-left corner
  302. var offset = x0 + y0 * canvasWidth;
  303. // Accept whole block when fully covered
  304. if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
  305. var maxz = cbz + nmaxz;
  306. blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
  307. var cy1 = cb1;
  308. var cy2 = cb2;
  309. var cyz = cbz;
  310. for ( var iy = 0; iy < q; iy ++ ) {
  311. var cx1 = cy1;
  312. var cx2 = cy2;
  313. var cxz = cyz;
  314. for ( var ix = 0; ix < q; ix ++ ) {
  315. var z = cxz;
  316. if ( z < zbuffer[ offset ] ) {
  317. zbuffer[ offset ] = z;
  318. var u = cx1 * scale;
  319. var v = cx2 * scale;
  320. shader( offset * 4, u, v );
  321. }
  322. cx1 += dy12;
  323. cx2 += dy23;
  324. cxz += dzdx;
  325. offset++;
  326. }
  327. cy1 += dx12;
  328. cy2 += dx23;
  329. cyz += dzdy;
  330. offset += linestep;
  331. }
  332. } else { // Partially covered block
  333. var cy1 = cb1;
  334. var cy2 = cb2;
  335. var cy3 = cb3;
  336. var cyz = cbz;
  337. for ( var iy = 0; iy < q; iy ++ ) {
  338. var cx1 = cy1;
  339. var cx2 = cy2;
  340. var cx3 = cy3;
  341. var cxz = cyz;
  342. for ( var ix = 0; ix < q; ix ++ ) {
  343. if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
  344. var z = cxz;
  345. if ( z < zbuffer[ offset ] ) {
  346. var u = cx1 * scale;
  347. var v = cx2 * scale;
  348. zbuffer[ offset ] = z;
  349. shader( offset * 4, u, v );
  350. }
  351. }
  352. cx1 += dy12;
  353. cx2 += dy23;
  354. cx3 += dy31;
  355. cxz += dzdx;
  356. offset++;
  357. }
  358. cy1 += dx12;
  359. cy2 += dx23;
  360. cy3 += dx31;
  361. cyz += dzdy;
  362. offset += linestep;
  363. }
  364. }
  365. }
  366. // Advance to next row of blocks
  367. cb1 += q*dx12;
  368. cb2 += q*dx23;
  369. cb3 += q*dx31;
  370. cbz += q*dzdy;
  371. }
  372. }
  373. };