提交 8de07db0 编写于 作者: M Mr.doob

Optimisations to SoftwareRenderer2. Added SoftwareRenderer3 featuring...

Optimisations to SoftwareRenderer2. Added SoftwareRenderer3 featuring @rygorous's awesome rasteriser algorythim.
Sadly SoftwareRenderer3 is much slower than SoftwareRenderer2. I have the feeling it's drawing outside the buffer. Need to investivate.
上级 5e898912
......@@ -18,10 +18,10 @@ THREE.SoftwareRenderer2 = function () {
var canvasWidthHalf = canvasWidth / 2;
var canvasHeightHalf = canvasHeight / 2;
var rectx1 = 0, recty1 = 0;
var rectx1 = Infinity, recty1 = Infinity;
var rectx2 = 0, recty2 = 0;
var prevrectx1 = 0, prevrecty1 = 0;
var prevrectx1 = Infinity, prevrecty1 = Infinity;
var prevrectx2 = 0, prevrecty2 = 0;
var projector = new THREE.Projector();
......@@ -54,8 +54,8 @@ THREE.SoftwareRenderer2 = function () {
this.render = function ( scene, camera ) {
rectx1 = canvasWidth;
recty1 = canvasHeight;
rectx1 = Infinity;
recty1 = Infinity;
rectx2 = 0;
recty2 = 0;
......@@ -64,7 +64,7 @@ THREE.SoftwareRenderer2 = function () {
var renderData = projector.projectScene( scene, camera );
var elements = renderData.elements;
elements.sort( painterSort );
elements.sort( numericalSort );
for ( var e = 0, el = elements.length; e < el; e ++ ) {
......@@ -128,6 +128,13 @@ THREE.SoftwareRenderer2 = function () {
var width = Math.max( rectx2, prevrectx2 ) - x;
var height = Math.max( recty2, prevrecty2 ) - y;
/*
console.log( rectx1, recty1, rectx2, recty2 );
console.log( prevrectx1, prevrecty1, prevrectx2, prevrecty2 );
console.log( x, y, width, height );
console.log( canvasWidth, canvasHeight );
*/
context.putImageData( imagedata, 0, 0, x, y, width, height );
prevrectx1 = rectx1; prevrecty1 = recty1;
......@@ -135,7 +142,7 @@ THREE.SoftwareRenderer2 = function () {
};
function painterSort( a, b ) {
function numericalSort( a, b ) {
return a.z - b.z;
......@@ -156,24 +163,24 @@ THREE.SoftwareRenderer2 = function () {
function clearRectangle( x1, y1, x2, y2 ) {
var offset = 0;
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 );
for ( var y = ymin; y < ymax; y ++ ) {
var offset = ( xmin + ymin * canvasWidth - 1 ) * 4 + 3;
var linestep = ( canvasWidth - ( xmax - xmin ) ) * 4;
offset = ( xmin + y * canvasWidth ) * 4 + 3;
for ( var y = ymin; y < ymax; y ++ ) {
for ( var x = xmin; x < xmax; x ++ ) {
data[ offset ] = 0;
offset += 4;
data[ offset += 4 ] = 0;
}
offset += linestep;
}
}
......@@ -391,16 +398,6 @@ THREE.SoftwareRenderer2 = function () {
}
function computeDelta( x1, y1, z1, x2, y2, z2, x3, y3, z3 ) {
var A = (z3 - z1) * (y2 - y1) - (z2 - z1) * (y3 - y1);
var B = (x3 - x1) * (z2 - z1) - (x2 - x1) * (z3 - z1);
var C = (x2 - x1) * (y3 - y1) - (x3 - x1) * (y2 - y1);
return [ - A / C, - B / C ];
}
function normalToComponent( normal ) {
var component = ( normal + 1 ) * 127;
......
/**
* @author mr.doob / http://mrdoob.com/
*/
THREE.SoftwareRenderer3 = function () {
console.log( 'THREE.SoftwareRenderer', THREE.REVISION );
var canvas = document.createElement( 'canvas' );
var context = canvas.getContext( '2d' );
var canvasWidth = canvas.width;
var canvasHeight = canvas.height;
var canvasWidthHalf = canvasWidth / 2;
var canvasHeightHalf = canvasHeight / 2;
var imagedata = context.getImageData( 0, 0, canvas.width, canvas.height );
var data = imagedata.data;
var blocksize = 8;
var canvasWBlocks = Math.floor( ( canvasWidth + blocksize - 1 ) / blocksize );
var canvasHBlocks = Math.floor( ( canvasHeight + blocksize - 1 ) / blocksize );
var block_full = new Uint8Array( canvasWBlocks * canvasHBlocks );
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;
this.setSize = function ( width, height ) {
canvas.width = width;
canvas.height = height;
canvasWidth = canvas.width;
canvasHeight = canvas.height;
canvasWidthHalf = width / 2;
canvasHeightHalf = height / 2;
imagedata = context.getImageData( 0, 0, width, height );
data = imagedata.data;
canvasWBlocks = Math.floor( ( canvasWidth + blocksize - 1 ) / blocksize );
canvasHBlocks = Math.floor( ( canvasHeight + blocksize - 1 ) / blocksize );
block_full = new Uint8Array( canvasWBlocks * canvasHBlocks )
};
this.clear = function () {
clearRectangle( prevrectx1, prevrecty1, prevrectx2, prevrecty2 );
for ( var i = 0, l = block_full.length; i < l; i ++ ) {
block_full[ i ] = 0;
}
};
this.render = function ( scene, camera ) {
rectx1 = Infinity;
recty1 = Infinity;
rectx2 = 0;
recty2 = 0;
if ( this.autoClear ) this.clear();
var renderData = projector.projectScene( scene, camera );
var elements = renderData.elements;
elements.sort( numericalSort );
for ( var e = 0, el = elements.length; e < el; e ++ ) {
var element = elements[ e ];
if ( element instanceof THREE.RenderableFace3 ) {
var v1 = element.v1.positionScreen;
var v2 = element.v2.positionScreen;
var v3 = element.v3.positionScreen;
drawTriangle(
v1.x * canvasWidthHalf + canvasWidthHalf,
- v1.y * canvasHeightHalf + canvasHeightHalf,
v2.x * canvasWidthHalf + canvasWidthHalf,
- v2.y * canvasHeightHalf + canvasHeightHalf,
v3.x * canvasWidthHalf + canvasWidthHalf,
- v3.y * canvasHeightHalf + canvasHeightHalf,
normalToComponent( element.normalWorld.x ),
normalToComponent( element.normalWorld.y ),
normalToComponent( element.normalWorld.z )
)
} else if ( element instanceof THREE.RenderableFace4 ) {
var v1 = element.v1.positionScreen;
var v2 = element.v2.positionScreen;
var v3 = element.v3.positionScreen;
var v4 = element.v4.positionScreen;
drawTriangle(
v1.x * canvasWidthHalf + canvasWidthHalf,
- v1.y * canvasHeightHalf + canvasHeightHalf,
v2.x * canvasWidthHalf + canvasWidthHalf,
- v2.y * canvasHeightHalf + canvasHeightHalf,
v3.x * canvasWidthHalf + canvasWidthHalf,
- v3.y * canvasHeightHalf + canvasHeightHalf,
normalToComponent( element.normalWorld.x ),
normalToComponent( element.normalWorld.y ),
normalToComponent( element.normalWorld.z )
);
drawTriangle(
v3.x * canvasWidthHalf + canvasWidthHalf,
- v3.y * canvasHeightHalf + canvasHeightHalf,
v4.x * canvasWidthHalf + canvasWidthHalf,
- v4.y * canvasHeightHalf + canvasHeightHalf,
v1.x * canvasWidthHalf + canvasWidthHalf,
- v1.y * canvasHeightHalf + canvasHeightHalf,
normalToComponent( element.normalWorld.x ),
normalToComponent( element.normalWorld.y ),
normalToComponent( element.normalWorld.z )
);
}
}
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;
context.putImageData( imagedata, 0, 0, x, y, width, height );
prevrectx1 = rectx1; prevrecty1 = recty1;
prevrectx2 = rectx2; prevrecty2 = recty2;
};
function numericalSort( a, b ) {
return a.z - b.z;
}
function drawPixel( x, y, r, g, b ) {
var offset = ( x + y * canvasWidth ) * 4;
if ( data[ offset + 3 ] ) return;
data[ offset ] = r;
data[ offset + 1 ] = g;
data[ offset + 2 ] = b;
data[ offset + 3 ] = 255;
}
function clearRectangle( x1, y1, x2, y2 ) {
var offset = 0;
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 );
for ( var y = ymin; y < ymax; y ++ ) {
offset = ( xmin + y * canvasWidth ) * 4 + 3;
for ( var x = xmin; x < xmax; x ++ ) {
data[ offset += 4 ] = 0;
}
}
}
function drawTriangle( x1, y1, x2, y2, x3, y3, r, g, b ) {
// https://gist.github.com/2486101
// explanation: ttp://pouet.net/topic.php?which=8760&page=1
// 28.4 fixed-point coordinates
x1 = Math.round( 16 * x1 );
x2 = Math.round( 16 * x2 );
x3 = Math.round( 16 * x3 );
y1 = Math.round( 16 * y1 );
y2 = Math.round( 16 * y2 );
y3 = Math.round( 16 * y3 );
// Bounding rectangle
var minx = Math.max( ( Math.min( x1, x2, x3 ) + 0xf ) >> 4, 0 );
var maxx = Math.min( ( Math.max( x1, x2, x3 ) + 0xf ) >> 4, canvasWidth );
var miny = Math.max( ( Math.min( y1, y2, y3 ) + 0xf ) >> 4, 0 );
var maxy = Math.min( ( Math.max( y1, y2, y3 ) + 0xf ) >> 4, canvasHeight );
rectx1 = Math.min( minx, rectx1 );
rectx2 = Math.max( maxx, rectx2 );
recty1 = Math.min( miny, recty1 );
recty2 = Math.max( maxy, recty2 );
// Deltas
var dx12 = x1 - x2, dy12 = y2 - y1;
var dx23 = x2 - x3, dy23 = y3 - y2;
var dx31 = x3 - x1, dy31 = y1 - y3;
// 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 * x1 - dx12 * y1;
var c2 = -dy23 * x2 - dx23 * y2;
var c3 = -dy31 * x3 - dx31 * 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) >> 4;
c2 = (c2 - 1) >> 4;
c3 = (c3 - 1) >> 4;
// 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;
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;
// Loop through blocks
var linestep = (canvasWidth - q) * 4;
var scale = 255.0 / (c1 + c2 + c3);
for ( var y0 = miny; y0 < maxy; y0 += q ) {
for ( var x0 = minx; x0 < maxx; x0 += q ) {
// Edge functions at top-left corner
var cy1 = c1 + dx12 * y0 + dy12 * x0;
var cy2 = c2 + dx23 * y0 + dy23 * x0;
var cy3 = c3 + dx31 * y0 + dy31 * x0;
// Skip block when at least one edge completely out
if (cy1 < nmax1 || cy2 < nmax2 || cy3 < nmax3) continue;
// Skip writing full block if it's already fully covered
var blockX = (x0 / q) | 0;
var blockY = (y0 / q) | 0;
var blockInd = blockX + blockY * canvasWBlocks;
if (block_full[blockInd]) continue;
// Offset at top-left corner
var offset = (x0 + y0 * canvasWidth) * 4;
// Accept whole block when fully covered
if (cy1 >= nmin1 && cy2 >= nmin2 && cy3 >= nmin3) {
for ( var iy = 0; iy < q; iy ++ ) {
var cx1 = cy1;
var cx2 = cy2;
for ( var ix = 0; ix < q; ix ++ ) {
/*
if (!data[offset + 3]) {
var u = cx1 * scale; // 0-255!
var v = cx2 * scale; // 0-255!
data[offset] = u;
data[offset + 1] = v;
data[offset + 2] = 0;
data[offset + 3] = 255;
data[offset] = r;
data[offset + 1] = g;
data[offset + 2] = b;
data[offset + 3] = 255;
}
*/
drawPixel( x0 + ix, y0 + iy, r, g, b );
cx1 += dy12;
cx2 += dy23;
offset += 4;
}
cy1 += dx12;
cy2 += dx23;
offset += linestep;
}
block_full[blockInd] = 1;
} else { // Partially covered block
for ( var iy = 0; iy < q; iy ++ ) {
var cx1 = cy1;
var cx2 = cy2;
var cx3 = cy3;
for ( var ix = 0; ix < q; ix ++ ) {
if ( (cx1 | cx2 | cx3) >= 0/* && !data[offset+3]*/) {
/*
var u = cx1 * scale; // 0-255!
var v = cx2 * scale; // 0-255!
data[offset] = u;
data[offset + 1] = v;
data[offset + 2] = 0;
data[offset + 3] = 255;
*/
/*
data[offset] = r;
data[offset + 1] = g;
data[offset + 2] = b;
data[offset + 3] = 255;
*/
drawPixel( x0 + ix, y0 + iy, r, g, b );
}
cx1 += dy12;
cx2 += dy23;
cx3 += dy31;
offset += 4;
}
cy1 += dx12;
cy2 += dx23;
cy3 += dx31;
offset += linestep;
}
}
}
}
}
function normalToComponent( normal ) {
var component = ( normal + 1 ) * 127;
return component < 0 ? 0 : ( component > 255 ? 255 : component );
}
};
......@@ -18,6 +18,7 @@
<script src="../build/Three.js"></script>
<script src="js/renderers/SoftwareRenderer.js"></script>
<script src="js/renderers/SoftwareRenderer2.js"></script>
<script src="js/renderers/SoftwareRenderer3.js"></script>
<script src="js/Stats.js"></script>
<script>
......@@ -32,6 +33,7 @@
init();
animate();
// render();
function init() {
......@@ -50,7 +52,7 @@
camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 1, 10000 );
camera.position.y = 150;
camera.position.z = 500;
camera.position.z = 400;
scene.add( camera );
controls = new THREE.TrackballControls( camera );
......
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