/visual/app/js/renderers/SoftwareRenderer.js
JavaScript | 590 lines | 355 code | 185 blank | 50 comment | 86 complexity | c376819f5e5f536e0e838754c5e06129 MD5 | raw file
- /**
- * @author mrdoob / http://mrdoob.com/
- * @author ryg / http://farbrausch.de/~fg
- * @author mraleph / http://mrale.ph/
- */
- THREE.SoftwareRenderer = function () {
- console.log( 'THREE.SoftwareRenderer', THREE.REVISION );
- var canvas = document.createElement( 'canvas' );
- var context = canvas.getContext( '2d' );
- var shaders = {};
- var canvasWidth, canvasHeight;
- var canvasWBlocks, canvasHBlocks;
- var viewportXScale, viewportYScale, viewportZScale;
- var viewportXOffs, viewportYOffs, viewportZOffs;
- var imagedata, data, zbuffer;
- var numBlocks, blockMaxZ, blockFlags;
- var BLOCK_ISCLEAR = (1 << 0);
- var BLOCK_NEEDCLEAR = (1 << 1);
- var subpixelBits = 4;
- var subpixelBias = (1 << subpixelBits) - 1;
- var blockShift = 3;
- var blockSize = 1 << blockShift;
- var maxZVal = (1 << 24); // Note: You want to size this so you don't get overflows.
- 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;
- // WebGLRenderer compatibility
- this.supportsVertexTextures = function () {};
- this.setFaceCulling = function () {};
- this.setClearColor = function ( color, alpha ) {
- // TODO
- };
- this.setSize = function ( width, height ) {
- canvasWBlocks = Math.floor( width / blockSize );
- canvasHBlocks = Math.floor( height / blockSize );
- canvasWidth = canvasWBlocks * blockSize;
- canvasHeight = canvasHBlocks * blockSize;
- var fixScale = 1 << subpixelBits;
- viewportXScale = fixScale * canvasWidth / 2;
- viewportYScale = -fixScale * canvasHeight / 2;
- viewportZScale = maxZVal / 2;
- viewportXOffs = fixScale * canvasWidth / 2 + 0.5;
- viewportYOffs = fixScale * canvasHeight / 2 + 0.5;
- viewportZOffs = maxZVal / 2 + 0.5;
- canvas.width = canvasWidth;
- canvas.height = canvasHeight;
- imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight );
- data = imagedata.data;
- zbuffer = new Int32Array( data.length / 4 );
- numBlocks = canvasWBlocks * canvasHBlocks;
- blockMaxZ = new Int32Array( numBlocks );
- blockFlags = new Uint8Array( numBlocks );
- for ( var i = 0, l = zbuffer.length; i < l; i ++ ) {
- zbuffer[ i ] = maxZVal;
- }
- for ( var i = 0; i < numBlocks; i ++ ) {
- blockFlags[ i ] = BLOCK_ISCLEAR;
- }
- };
- this.setSize( canvas.width, canvas.height );
- this.clear = function () {
- rectx1 = Infinity;
- recty1 = Infinity;
- rectx2 = 0;
- recty2 = 0;
- for ( var i = 0; i < numBlocks; i ++ ) {
- blockMaxZ[ i ] = maxZVal;
- blockFlags[ i ] = (blockFlags[ i ] & BLOCK_ISCLEAR) ? BLOCK_ISCLEAR : BLOCK_NEEDCLEAR;
- }
- };
- this.render = function ( scene, camera ) {
- if ( this.autoClear === true ) this.clear();
- var renderData = projector.projectScene( scene, camera );
- var elements = renderData.elements;
- for ( var e = 0, el = elements.length; e < el; e ++ ) {
- var element = elements[ e ];
- var material = element.material;
- var shader = getMaterialShader( material );
- if ( element instanceof THREE.RenderableFace3 ) {
- drawTriangle(
- element.v1.positionScreen,
- element.v2.positionScreen,
- element.v3.positionScreen,
- shader, element, material
- )
- } else if ( element instanceof THREE.RenderableFace4 ) {
- drawTriangle(
- element.v1.positionScreen,
- element.v2.positionScreen,
- element.v4.positionScreen,
- shader, element, material
- );
- drawTriangle(
- element.v2.positionScreen,
- element.v3.positionScreen,
- element.v4.positionScreen,
- shader, element, material
- );
- }
- }
- finishClear();
- 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;
- /*
- // debug; draw zbuffer
- for ( var i = 0, l = zbuffer.length; i < l; i++ ) {
- var o = i * 4;
- var v = (65535 - zbuffer[ i ]) >> 3;
- data[ o + 0 ] = v;
- data[ o + 1 ] = v;
- data[ o + 2 ] = v;
- data[ o + 3 ] = 255;
- }
- */
- if ( x !== Infinity ) {
- context.putImageData( imagedata, 0, 0, x, y, width, height );
- }
- prevrectx1 = rectx1; prevrecty1 = recty1;
- prevrectx2 = rectx2; prevrecty2 = recty2;
- };
- function getMaterialShader( material ) {
- var id = material.id;
- var shader = shaders[ id ];
- if ( shaders[ id ] === undefined ) {
- if ( material instanceof THREE.MeshBasicMaterial ||
- material instanceof THREE.MeshLambertMaterial ||
- material instanceof THREE.MeshPhongMaterial ) {
- var string;
- if ( material.vertexColors === THREE.FaceColors ) {
- string = [
- 'buffer[ offset ] = face.color.r * 255;',
- 'buffer[ offset + 1 ] = face.color.g * 255;',
- 'buffer[ offset + 2 ] = face.color.b * 255;',
- 'buffer[ offset + 3 ] = material.opacity * 255;',
- ].join('\n');
- } else {
- string = [
- 'buffer[ offset ] = material.color.r * 255;',
- 'buffer[ offset + 1 ] = material.color.g * 255;',
- 'buffer[ offset + 2 ] = material.color.b * 255;',
- 'buffer[ offset + 3 ] = material.opacity * 255;',
- ].join('\n');
- }
- shader = new Function( 'buffer, offset, u, v, face, material', string );
- } else {
- var string = [
- 'buffer[ offset ] = u * 255;',
- 'buffer[ offset + 1 ] = v * 255;',
- 'buffer[ offset + 2 ] = 0;',
- 'buffer[ offset + 3 ] = 255;'
- ].join('\n');
- shader = new Function( 'buffer, offset, u, v', string );
- }
- shaders[ id ] = shader;
- }
- return shader;
- }
- 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 += 4 ] = 0;
- }
- offset += linestep;
- }
- }
- function drawTriangle( v1, v2, v3, shader, face, material ) {
- // TODO: Implement per-pixel z-clipping
- if ( v1.z < -1 || v1.z > 1 || v2.z < -1 || v2.z > 1 || v3.z < -1 || v3.z > 1 ) return;
- // https://gist.github.com/2486101
- // explanation: http://pouet.net/topic.php?which=8760&page=1
- // 28.4 fixed-point coordinates
- var x1 = (v1.x * viewportXScale + viewportXOffs) | 0;
- var x2 = (v2.x * viewportXScale + viewportXOffs) | 0;
- var x3 = (v3.x * viewportXScale + viewportXOffs) | 0;
- var y1 = (v1.y * viewportYScale + viewportYOffs) | 0;
- var y2 = (v2.y * viewportYScale + viewportYOffs) | 0;
- var y3 = (v3.y * viewportYScale + viewportYOffs) | 0;
- // Z values (.28 fixed-point)
- var z1 = (v1.z * viewportZScale + viewportZOffs) | 0;
- var z2 = (v2.z * viewportZScale + viewportZOffs) | 0;
- var z3 = (v3.z * viewportZScale + viewportZOffs) | 0;
- // Deltas
- var dx12 = x1 - x2, dy12 = y2 - y1;
- var dx23 = x2 - x3, dy23 = y3 - y2;
- var dx31 = x3 - x1, dy31 = y1 - y3;
- // Bounding rectangle
- var minx = Math.max( ( Math.min( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, 0 );
- var maxx = Math.min( ( Math.max( x1, x2, x3 ) + subpixelBias ) >> subpixelBits, canvasWidth );
- var miny = Math.max( ( Math.min( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, 0 );
- var maxy = Math.min( ( Math.max( y1, y2, y3 ) + subpixelBias ) >> subpixelBits, canvasHeight );
- rectx1 = Math.min( minx, rectx1 );
- rectx2 = Math.max( maxx, rectx2 );
- recty1 = Math.min( miny, recty1 );
- recty2 = Math.max( maxy, recty2 );
- // Block size, standard 8x8 (must be power of two)
- var q = blockSize;
- // Start in corner of 8x8 block
- minx &= ~(q - 1);
- miny &= ~(q - 1);
- // Constant part of half-edge functions
- var c1 = dy12 * ((minx << subpixelBits) - x1) + dx12 * ((miny << subpixelBits) - y1);
- var c2 = dy23 * ((minx << subpixelBits) - x2) + dx23 * ((miny << subpixelBits) - y2);
- var c3 = dy31 * ((minx << subpixelBits) - x3) + dx31 * ((miny << subpixelBits) - 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 ++;
- // Note this doesn't kill subpixel precision, but only because we test for >=0 (not >0).
- // It's a bit subtle. :)
- c1 = (c1 - 1) >> subpixelBits;
- c2 = (c2 - 1) >> subpixelBits;
- c3 = (c3 - 1) >> subpixelBits;
- // Z interpolation setup
- var dz12 = z1 - z2, dz31 = z3 - z1;
- var invDet = 1.0 / (dx12*dy31 - dx31*dy12);
- var dzdx = (invDet * (dz12*dy31 - dz31*dy12)); // dz per one subpixel step in x
- var dzdy = (invDet * (dz12*dx31 - dx12*dz31)); // dz per one subpixel step in y
- // Z at top/left corner of rast area
- var cz = ( z1 + ((minx << subpixelBits) - x1) * dzdx + ((miny << subpixelBits) - y1) * dzdy ) | 0;
- // Z pixel steps
- var zfixscale = (1 << subpixelBits);
- dzdx = (dzdx * zfixscale) | 0;
- dzdy = (dzdy * zfixscale) | 0;
- // Set up min/max corners
- var qm1 = q - 1; // for convenience
- var nmin1 = 0, nmax1 = 0;
- var nmin2 = 0, nmax2 = 0;
- var nmin3 = 0, nmax3 = 0;
- var nminz = 0, nmaxz = 0;
- if (dx12 >= 0) nmax1 -= qm1*dx12; else nmin1 -= qm1*dx12;
- if (dy12 >= 0) nmax1 -= qm1*dy12; else nmin1 -= qm1*dy12;
- if (dx23 >= 0) nmax2 -= qm1*dx23; else nmin2 -= qm1*dx23;
- if (dy23 >= 0) nmax2 -= qm1*dy23; else nmin2 -= qm1*dy23;
- if (dx31 >= 0) nmax3 -= qm1*dx31; else nmin3 -= qm1*dx31;
- if (dy31 >= 0) nmax3 -= qm1*dy31; else nmin3 -= qm1*dy31;
- if (dzdx >= 0) nmaxz += qm1*dzdx; else nminz += qm1*dzdx;
- if (dzdy >= 0) nmaxz += qm1*dzdy; else nminz += qm1*dzdy;
- // Loop through blocks
- var linestep = canvasWidth - q;
- var scale = 1.0 / (c1 + c2 + c3);
- var cb1 = c1;
- var cb2 = c2;
- var cb3 = c3;
- var cbz = cz;
- var qstep = -q;
- var e1x = qstep * dy12;
- var e2x = qstep * dy23;
- var e3x = qstep * dy31;
- var ezx = qstep * dzdx;
- var x0 = minx;
- for ( var y0 = miny; y0 < maxy; y0 += q ) {
- // New block line - keep hunting for tri outer edge in old block line dir
- while ( x0 >= minx && x0 < maxx && cb1 >= nmax1 && cb2 >= nmax2 && cb3 >= nmax3 ) {
- x0 += qstep;
- cb1 += e1x;
- cb2 += e2x;
- cb3 += e3x;
- cbz += ezx;
- }
- // Okay, we're now in a block we know is outside. Reverse direction and go into main loop.
- qstep = -qstep;
- e1x = -e1x;
- e2x = -e2x;
- e3x = -e3x;
- ezx = -ezx;
- while ( 1 ) {
- // Step everything
- x0 += qstep;
- cb1 += e1x;
- cb2 += e2x;
- cb3 += e3x;
- cbz += ezx;
- // We're done with this block line when at least one edge completely out
- // If an edge function is too small and decreasing in the current traversal
- // dir, we're done with this line.
- if (x0 < minx || x0 >= maxx) break;
- if (cb1 < nmax1) if (e1x < 0) break; else continue;
- if (cb2 < nmax2) if (e2x < 0) break; else continue;
- if (cb3 < nmax3) if (e3x < 0) break; else continue;
- // We can skip this block if it's already fully covered
- var blockX = x0 >> blockShift;
- var blockY = y0 >> blockShift;
- var blockId = blockX + blockY * canvasWBlocks;
- var minz = cbz + nminz;
- // farthest point in block closer than closest point in our tri?
- if ( blockMaxZ[ blockId ] < minz ) continue;
- // Need to do a deferred clear?
- var bflags = blockFlags[ blockId ];
- if ( bflags & BLOCK_NEEDCLEAR) clearBlock( blockX, blockY );
- blockFlags[ blockId ] = bflags & ~( BLOCK_ISCLEAR | BLOCK_NEEDCLEAR );
- // Offset at top-left corner
- var offset = x0 + y0 * canvasWidth;
- // Accept whole block when fully covered
- if ( cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3 ) {
- var maxz = cbz + nmaxz;
- blockMaxZ[ blockId ] = Math.min( blockMaxZ[ blockId ], maxz );
- var cy1 = cb1;
- var cy2 = cb2;
- var cyz = cbz;
- for ( var iy = 0; iy < q; iy ++ ) {
- var cx1 = cy1;
- var cx2 = cy2;
- var cxz = cyz;
- for ( var ix = 0; ix < q; ix ++ ) {
- var z = cxz;
- if ( z < zbuffer[ offset ] ) {
- zbuffer[ offset ] = z;
- var u = cx1 * scale;
- var v = cx2 * scale;
- shader( data, offset * 4, u, v, face, material );
- }
- cx1 += dy12;
- cx2 += dy23;
- cxz += dzdx;
- offset++;
- }
- cy1 += dx12;
- cy2 += dx23;
- cyz += dzdy;
- offset += linestep;
- }
- } else { // Partially covered block
- var cy1 = cb1;
- var cy2 = cb2;
- var cy3 = cb3;
- var cyz = cbz;
- for ( var iy = 0; iy < q; iy ++ ) {
- var cx1 = cy1;
- var cx2 = cy2;
- var cx3 = cy3;
- var cxz = cyz;
- for ( var ix = 0; ix < q; ix ++ ) {
- if ( ( cx1 | cx2 | cx3 ) >= 0 ) {
- var z = cxz;
- if ( z < zbuffer[ offset ] ) {
- var u = cx1 * scale;
- var v = cx2 * scale;
- zbuffer[ offset ] = z;
- shader( data, offset * 4, u, v, face, material );
- }
- }
- cx1 += dy12;
- cx2 += dy23;
- cx3 += dy31;
- cxz += dzdx;
- offset++;
- }
- cy1 += dx12;
- cy2 += dx23;
- cy3 += dx31;
- cyz += dzdy;
- offset += linestep;
- }
- }
- }
- // Advance to next row of blocks
- cb1 += q*dx12;
- cb2 += q*dx23;
- cb3 += q*dx31;
- cbz += q*dzdy;
- }
- }
- function clearBlock( blockX, blockY ) {
- var zoffset = blockX * blockSize + blockY * blockSize * canvasWidth;
- var poffset = zoffset * 4 + 3;
- var zlinestep = canvasWidth - blockSize;
- var plinestep = zlinestep * 4;
- for ( var y = 0; y < blockSize; y ++ ) {
- for ( var x = 0; x < blockSize; x ++ ) {
- zbuffer[ zoffset ] = maxZVal;
- data[ poffset ] = 0;
- zoffset ++;
- poffset += 4;
- }
- zoffset += zlinestep;
- poffset += plinestep;
- }
- }
- function finishClear( ) {
- var block = 0;
- for ( var y = 0; y < canvasHBlocks; y ++ ) {
- for ( var x = 0; x < canvasWBlocks; x ++ ) {
- if ( blockFlags[ block ] & BLOCK_NEEDCLEAR ) {
- clearBlock( x, y );
- blockFlags[ block ] = BLOCK_ISCLEAR;
- }
- block ++;
- }
- }
- }
- };