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pre3d.js
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pre3d.js
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// Pre3d, a JavaScript software 3d renderer.
// (c) Dean McNamee <[email protected]>, Dec 2008.
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//
// Here are a few notes about what was involved in making this code fast.
//
// - Being careful about painting The engine works in quads, 4 vertices per
// face, no restriction on being coplanar, or on triangles. If we were to
// work only in triangles, we would have to do twice as many paints and
// longer sorts, since we would double the polygon count.
//
// Depending on the underlying rasterization system, strokes can be pretty
// slow, slower than fills. This is why overdraw is not a stroke.
//
// - Objects over Arrays
// Because Arrays always go through the key lookup path (a[0] is a['0']), and
// there is no way to do a named lookup (like a.0), it is faster to use
// objects than arrays for fixed size storage. You can think of this like
// the difference between a List and Tuple in languages like python. Modern
// engines can do a better job accessing named properties, so we represented
// our data as objects. Profiling showed a huge difference, keyed lookup
// used to be the most expensive operation in profiling, taking around ~5%.
//
// There is also a performance (and convenience) balance betweening object
// literals and constructor functions. Small and obvious structures like
// points have no constructor, and are expected to be created as object
// literals. Objects with many properties are created through a constructor.
//
// - Object creation / GC pressure
// One of the trickiest things about a language like JavaScript is avoiding
// long GC pauses and object churn. You can do things like cache and reuse
// objects, avoid creating extra intermediate objects, etc. Right now there
// has been a little bit of work done here, but there is more to be done.
//
// - Flattening
// It is very tempting as a programmer to write generic routines, for example
// math functions that could work on either 2d or 3d. This is convenient,
// but the caller already knows which they should be using, and the extra
// overhead for generic routines turned out to be substantial. Unrolling
// specialized code makes a big difference, for example an early profile:
// before: 2.5% 2.5% Function: subPoints // old general 2d and 3d
// after: 0.3% 0.3% Function: subPoints2d // fast case 2d
// after: 0.2% 0.2% Function: subPoints3d // fast case 3d
//
// - Don't use new if you don't have to
// Some profiles showed that new (JSConstructCall) at about ~1%. These were
// for code like new Array(size); Specifically for the Array constructor, it
// ignores the object created and passed in via new, and returns a different
// object anyway. This means 'new Array()' and 'Array()' should be
// interchangable, and this allows you to avoid the overhead for new.
//
// - Local variable caching
// In most cases it should be faster to look something up in the local frame
// than to evaluate the expression / lookup more than once. In these cases
// I generally try to cache the variable in a local var.
//
// You might notice that in a few places there is code like:
// Blah.protype.someMethod = function someMethod() { }
// someMethod is duplicated on the function so that the name of the function
// is not anonymous, and it can be easier to debug and profile.
var Pre3d = (function() {
// 2D and 3D point / vector / matrix math. Points and vectors are expected
// to have an x, y and z (if 3d) property. It is important to be consistent
// when creating these objects to allow the JavaScript engine to properly
// optimize the property access. Create this as object literals, ex:
// var my_2d_point_or_vector = {x: 0, y: 0};
// var my_3d_point_or_vector = {x: 0, y: 0, z: 0};
//
// There is one convention that might be confusing. In order to avoid extra
// object creations, there are some "IP" versions of these functions. This
// stands for "in place", and they write the result to one of the arguments.
function crossProduct(a, b) {
// a1b2 - a2b1, a2b0 - a0b2, a0b1 - a1b0
return {
x: a.y * b.z - a.z * b.y,
y: a.z * b.x - a.x * b.z,
z: a.x * b.y - a.y * b.x
};
}
function dotProduct2d(a, b) {
return a.x * b.x + a.y * b.y;
}
function dotProduct3d(a, b) {
return a.x * b.x + a.y * b.y + a.z * b.z;
}
// a - b
function subPoints2d(a, b) {
return {x: a.x - b.x, y: a.y - b.y};
}
function subPoints3d(a, b) {
return {x: a.x - b.x, y: a.y - b.y, z: a.z - b.z};
}
// c = a - b
function subPoints2dIP(c, a, b) {
c.x = a.x - b.x;
c.y = a.y - b.y;
return c;
}
function subPoints3dIP(c, a, b) {
c.x = a.x - b.x;
c.y = a.y - b.y;
c.z = a.z - b.z;
return c;
}
// a + b
function addPoints2d(a, b) {
return {x: a.x + b.x, y: a.y + b.y};
}
function addPoints3d(a, b) {
return {x: a.x + b.x, y: a.y + b.y, z: a.z + b.z};
}
// c = a + b
function addPoints2dIP(c, a, b) {
c.x = a.x + b.x;
c.y = a.y + b.y;
return c;
}
function addPoints3dIP(c, a, b) {
c.x = a.x + b.x;
c.y = a.y + b.y;
c.z = a.z + b.z;
return c;
}
// a * s
function mulPoint2d(a, s) {
return {x: a.x * s, y: a.y * s};
}
function mulPoint3d(a, s) {
return {x: a.x * s, y: a.y * s, z: a.z * s};
}
// |a|
function vecMag2d(a) {
var ax = a.x, ay = a.y;
return Math.sqrt(ax * ax + ay * ay);
}
function vecMag3d(a) {
var ax = a.x, ay = a.y, az = a.z;
return Math.sqrt(ax * ax + ay * ay + az * az);
}
// a / |a|
function unitVector2d(a) {
return mulPoint2d(a, 1 / vecMag2d(a));
}
function unitVector3d(a) {
return mulPoint3d(a, 1 / vecMag3d(a));
}
// Linear interpolation on the line along points (0, |a|) and (1, |b|). The
// position |d| is the x coordinate, where 0 is |a| and 1 is |b|.
function linearInterpolate(a, b, d) {
return (b-a)*d + a;
}
// Linear interpolation on the line along points |a| and |b|. |d| is the
// position, where 0 is |a| and 1 is |b|.
function linearInterpolatePoints3d(a, b, d) {
return {
x: (b.x-a.x)*d + a.x,
y: (b.y-a.y)*d + a.y,
z: (b.z-a.z)*d + a.z
}
}
// This represents an affine 4x4 matrix, stored as a 3x4 matrix with the last
// row implied as [0, 0, 0, 1]. This is to avoid generally unneeded work,
// skipping part of the homogeneous coordinates calculations and the
// homogeneous divide. Unlike points, we use a constructor function instead
// of object literals to ensure map sharing. The matrix looks like:
// e0 e1 e2 e3
// e4 e5 e6 e7
// e8 e9 e10 e11
// 0 0 0 1
function AffineMatrix(e0, e1, e2, e3, e4, e5, e6, e7, e8, e9, e10, e11) {
this.e0 = e0;
this.e1 = e1;
this.e2 = e2;
this.e3 = e3;
this.e4 = e4;
this.e5 = e5;
this.e6 = e6;
this.e7 = e7;
this.e8 = e8;
this.e9 = e9;
this.e10 = e10;
this.e11 = e11;
};
// Matrix multiplication of AffineMatrix |a| x |b|. This is unrolled,
// and includes the calculations with the implied last row.
function multiplyAffine(a, b) {
// Avoid repeated property lookups by accessing into the local frame.
var a0 = a.e0, a1 = a.e1, a2 = a.e2, a3 = a.e3, a4 = a.e4, a5 = a.e5;
var a6 = a.e6, a7 = a.e7, a8 = a.e8, a9 = a.e9, a10 = a.e10, a11 = a.e11;
var b0 = b.e0, b1 = b.e1, b2 = b.e2, b3 = b.e3, b4 = b.e4, b5 = b.e5;
var b6 = b.e6, b7 = b.e7, b8 = b.e8, b9 = b.e9, b10 = b.e10, b11 = b.e11;
return new AffineMatrix(
a0 * b0 + a1 * b4 + a2 * b8,
a0 * b1 + a1 * b5 + a2 * b9,
a0 * b2 + a1 * b6 + a2 * b10,
a0 * b3 + a1 * b7 + a2 * b11 + a3,
a4 * b0 + a5 * b4 + a6 * b8,
a4 * b1 + a5 * b5 + a6 * b9,
a4 * b2 + a5 * b6 + a6 * b10,
a4 * b3 + a5 * b7 + a6 * b11 + a7,
a8 * b0 + a9 * b4 + a10 * b8,
a8 * b1 + a9 * b5 + a10 * b9,
a8 * b2 + a9 * b6 + a10 * b10,
a8 * b3 + a9 * b7 + a10 * b11 + a11
);
}
function makeIdentityAffine() {
return new AffineMatrix(
1, 0, 0, 0,
0, 1, 0, 0,
0, 0, 1, 0
);
}
// http://en.wikipedia.org/wiki/Rotation_matrix
function makeRotateAffineX(theta) {
var s = Math.sin(theta);
var c = Math.cos(theta);
return new AffineMatrix(
1, 0, 0, 0,
0, c, -s, 0,
0, s, c, 0
);
}
function makeRotateAffineY(theta) {
var s = Math.sin(theta);
var c = Math.cos(theta);
return new AffineMatrix(
c, 0, s, 0,
0, 1, 0, 0,
-s, 0, c, 0
);
}
function makeRotateAffineZ(theta) {
var s = Math.sin(theta);
var c = Math.cos(theta);
return new AffineMatrix(
c, -s, 0, 0,
s, c, 0, 0,
0, 0, 1, 0
);
}
function makeTranslateAffine(dx, dy, dz) {
return new AffineMatrix(
1, 0, 0, dx,
0, 1, 0, dy,
0, 0, 1, dz
);
}
function makeScaleAffine(sx, sy, sz) {
return new AffineMatrix(
sx, 0, 0, 0,
0, sy, 0, 0,
0, 0, sz, 0
);
}
// Return a copy of the affine matrix |m|.
function dupAffine(m) {
return new AffineMatrix(
m.e0, m.e1, m.e2, m.e3,
m.e4, m.e5, m.e6, m.e7,
m.e8, m.e9, m.e10, m.e11);
}
// Return the transpose of the inverse done via the classical adjoint. This
// skips division by the determinant, so vectors transformed by the resulting
// transform will not retain their original length.
// Reference: "Transformations of Surface Normal Vectors" by Ken Turkowski.
function transAdjoint(a) {
var a0 = a.e0, a1 = a.e1, a2 = a.e2, a4 = a.e4, a5 = a.e5;
var a6 = a.e6, a8 = a.e8, a9 = a.e9, a10 = a.e10;
return new AffineMatrix(
a10 * a5 - a6 * a9,
a6 * a8 - a4 * a10,
a4 * a9 - a8 * a5,
0,
a2 * a9 - a10 * a1,
a10 * a0 - a2 * a8,
a8 * a1 - a0 * a9,
0,
a6 * a1 - a2 * a5,
a4 * a2 - a6 * a0,
a0 * a5 - a4 * a1,
0
);
}
// Transform the point |p| by the AffineMatrix |t|.
function transformPoint(t, p) {
return {
x: t.e0 * p.x + t.e1 * p.y + t.e2 * p.z + t.e3,
y: t.e4 * p.x + t.e5 * p.y + t.e6 * p.z + t.e7,
z: t.e8 * p.x + t.e9 * p.y + t.e10 * p.z + t.e11
};
}
// A Transform is a convenient wrapper around a AffineMatrix, and it is what
// will be exposed for most transforms (camera, etc).
function Transform() {
this.reset();
}
// Reset the transform to the identity matrix.
Transform.prototype.reset = function() {
this.m = makeIdentityAffine();
};
// TODO(deanm): We are creating two extra objects here. What would be most
// effecient is something like multiplyAffineByRotateXIP(this.m), etc.
Transform.prototype.rotateX = function(theta) {
this.m =
multiplyAffine(makeRotateAffineX(theta), this.m);
};
Transform.prototype.rotateXPre = function(theta) {
this.m =
multiplyAffine(this.m, makeRotateAffineX(theta));
};
Transform.prototype.rotateY = function(theta) {
this.m =
multiplyAffine(makeRotateAffineY(theta), this.m);
};
Transform.prototype.rotateYPre = function(theta) {
this.m =
multiplyAffine(this.m, makeRotateAffineY(theta));
};
Transform.prototype.rotateZ = function(theta) {
this.m =
multiplyAffine(makeRotateAffineZ(theta), this.m);
};
Transform.prototype.rotateZPre = function(theta) {
this.m =
multiplyAffine(this.m, makeRotateAffineZ(theta));
};
Transform.prototype.translate = function(dx, dy, dz) {
this.m =
multiplyAffine(makeTranslateAffine(dx, dy, dz), this.m);
};
Transform.prototype.translatePre = function(dx, dy, dz) {
this.m =
multiplyAffine(this.m, makeTranslateAffine(dx, dy, dz));
};
Transform.prototype.scale = function(sx, sy, sz) {
this.m =
multiplyAffine(makeScaleAffine(sx, sy, sz), this.m);
};
Transform.prototype.scalePre = function(sx, sy, sz) {
this.m =
multiplyAffine(this.m, makeScaleAffine(sx, sy, sz));
};
Transform.prototype.transformPoint = function(p) {
return transformPoint(this.m, p);
};
Transform.prototype.multTransform = function(t) {
this.m = multiplyAffine(this.m, t.m);
};
Transform.prototype.setDCM = function(u, v, w) {
var m = this.m;
m.e0 = u.x; m.e4 = u.y; m.e8 = u.z;
m.e1 = v.x; m.e5 = v.y; m.e9 = v.z;
m.e2 = w.x; m.e6 = w.y; m.e10 = w.z;
};
Transform.prototype.dup = function() {
// TODO(deanm): This should be better.
var tm = new Transform();
tm.m = dupAffine(this.m);
return tm;
};
// Transform and return a new array of points with transform matrix |t|.
function transformPoints(t, ps) {
var il = ps.length;
var out = Array(il);
for (var i = 0; i < il; ++i) {
out[i] = transformPoint(t, ps[i]);
}
return out;
}
// Average a list of points, returning a new "centroid" point.
function averagePoints(ps) {
var avg = {x: 0, y: 0, z: 0};
for (var i = 0, il = ps.length; i < il; ++i) {
var p = ps[i];
avg.x += p.x;
avg.y += p.y;
avg.z += p.z;
}
// TODO(deanm): 1 divide and 3 multiplies cheaper than 3 divides?
var f = 1 / il;
avg.x *= f;
avg.y *= f;
avg.z *= f;
return avg;
}
// Push a and b away from each other. This means that the distance between
// a and be should be greater, by 2 units, 1 in each direction.
function pushPoints2dIP(a, b) {
var vec = unitVector2d(subPoints2d(b, a));
addPoints2dIP(b, b, vec);
subPoints2dIP(a, a, vec);
}
// RGBA is our simple representation for colors.
function RGBA(r, g, b, a) {
this.setRGBA(r, g, b, a);
};
RGBA.prototype.setRGBA = function(r, g, b, a) {
this.r = r;
this.g = g;
this.b = b;
this.a = a;
};
RGBA.prototype.setRGB = function(r, g, b) {
this.setRGBA(r, g, b, 1);
};
RGBA.prototype.invert = function() {
this.r = 1 - this.r;
this.g = 1 - this.g;
this.b = 1 - this.b;
};
RGBA.prototype.dup = function() {
return new RGBA(this.r, this.g, this.b, this.a);
};
// A QuadFace represents a polygon, either a four sided quad, or sort of a
// degenerated quad triangle. Passing null as i3 indicates a triangle. The
// QuadFace stores indices, which will generally point into some vertex list
// that the QuadFace has nothing to do with. At the annoyance of keeping
// the data up to date, QuadFace stores a pre-calculated centroid and two
// normals (two triangles in a quad). This is an optimization for rendering
// and procedural operations, and you must set them correctly.
// NOTE: The front of a QuadFace has vertices in counter-clockwise order.
function QuadFace(i0, i1, i2, i3) {
this.i0 = i0;
this.i1 = i1;
this.i2 = i2;
this.i3 = i3;
this.centroid = null;
this.normal1 = null;
this.normal2 = null;
}
QuadFace.prototype.isTriangle = function() {
return (this.i3 === null);
};
QuadFace.prototype.setQuad = function(i0, i1, i2, i3) {
this.i0 = i0;
this.i1 = i1;
this.i2 = i2;
this.i3 = i3;
};
QuadFace.prototype.setTriangle = function(i0, i1, i2) {
this.i0 = i0;
this.i1 = i1;
this.i2 = i2;
this.i3 = null;
};
// A Shape represents a mesh, a collection of QuadFaces. The Shape stores
// a list of all vertices (so they can be shared across QuadFaces), and the
// QuadFaces store indices into this list.
//
// All properties of shapes are meant to be public, so access them directly.
function Shape() {
// Array of 3d points, our vertices.
this.vertices = [ ];
// Array of QuadFaces, the indices will point into |vertices|.
this.quads = [ ];
}
// A curve represents a bezier curve, either quadratic or cubic. It is
// the QuadFace equivalent for 3d paths. Like QuadFace, the points are
// indices into a Path.
function Curve(ep, c0, c1) {
this.ep = ep; // End point.
this.c0 = c0; // Control point.
this.c1 = c1; // Control point.
}
Curve.prototype.isQuadratic = function() {
return (this.c1 === null);
};
Curve.prototype.setQuadratic = function(ep, c0) {
this.ep = ep;
this.c0 = c0;
this.c1 = null;
};
Curve.prototype.setCubic = function(ep, c0, c1) {
this.ep = ep;
this.c0 = c0;
this.c1 = c1;
};
// A path is a collection of Curves. The path starts implicitly at
// (0, 0, 0), and then continues along each curve, each piece of curve
// continuing where the last left off, forming a continuous path.
function Path() {
// An array of points.
this.points = [ ];
// The Curves index into points.
this.curves = [ ];
// Optional starting point. If this is null, the path will start at the
// origin (0, 0, 0). Otherwise this is an index into points.
this.starting_point = null;
}
// A camera is represented by a transform, and a focal length.
function Camera() {
this.transform = new Transform();
this.focal_length = 1;
}
// TextureInfo is used to describe when and how a QuadFace should be
// textured. |image| should be something drawable by <canvas>, like a <img>
// or another <canvas> element. This also stores the 2d uv coordinates.
function TextureInfo() {
this.image = null;
this.u0 = null;
this.v0 = null;
this.u1 = null;
this.v1 = null;
this.u2 = null;
this.v2 = null;
this.u3 = null;
this.v3 = null;
};
// This is the guts, drawing 3d onto a <canvas> element. This class does a
// few things:
// - Manage the render state, things like colors, transforms, camera, etc.
// - Manage a buffer of quads to be drawn. When you add something to be
// drawn, it will use the render state at the time it was added. The
// pattern is generally to add some things, modify the render state, add
// some more things, change some colors, add some more, than draw.
// NOTE: The reason for buffering is having to z-sort. We do not perform
// the rasterization, so something like a z-buffer isn't applicable.
// - Draw the buffer of things to be drawn. This will do a background
// color paint, render all of the buffered quads to the screen, etc.
//
// NOTE: Drawing does not clear the buffered quads, so you can keep drawing
// and adding more things and drawing, etc. You must explicitly empty the
// things to be drawn when you want to start fresh.
//
// NOTE: Some things, such as colors, as copied into the buffered state as
// a reference. If you want to update the color on the render state, you
// should replace it with a new color. Modifying the original will modify
// it for objects that have already been buffered. Same holds for textures.
function Renderer(canvas_element) {
// Should we z-sort for painters back to front.
this.perform_z_sorting = true;
// Should we inflate quads to visually cover up antialiasing gaps.
this.draw_overdraw = true;
// Should we skip backface culling.
this.draw_backfaces = false;
this.texture = null;
this.fill_rgba = new RGBA(1, 0, 0, 1);
this.stroke_rgba = null;
this.normal1_rgba = null;
this.normal2_rgba = null;
this.canvas = canvas_element;
this.ctx = canvas_element.getContext('2d');
// The camera.
this.camera = new Camera();
// Object to world coordinates transformation.
this.transform = new Transform();
// Used for pushTransform and popTransform. The current transform is
// always r.transform, and the stack holds anything else. Internal.
this.transform_stack_ = [ ];
// A callback before a QuadFace is processed during bufferShape. This
// allows you to change the render state per-quad, and also to skip a quad
// by returning true from the callback. For example:
// renderer.quad_callback = function(quad_face, quad_index, shape) {
// renderer.fill_rgba.r = quad_index * 40;
// return false; // Don't skip this quad.
// };
this.quad_callback = null;
// Internals, don't access me.
this.width_ = canvas_element.width;
this.height_ = canvas_element.height;
this.scale_ = this.height_ / 2;
this.xoff_ = this.width_ / 2;
this.buffered_quads_ = null;
this.emptyBuffer();
// We prefer these functions as they avoid the CSS color parsing path, but
// if they're not available (Firefox), then augment the ctx to fall back.
if (this.ctx.setStrokeColor == null) {
this.ctx.setStrokeColor = function setStrokeColor(r, g, b, a) {
var rgba = [
Math.floor(r * 255),
Math.floor(g * 255),
Math.floor(b * 255),
a
];
this.strokeStyle = 'rgba(' + rgba.join(',') + ')';
}
}
if (this.ctx.setFillColor == null) {
this.ctx.setFillColor = function setFillColor(r, g, b, a) {
var rgba = [
Math.floor(r * 255),
Math.floor(g * 255),
Math.floor(b * 255),
a
];
this.fillStyle = 'rgba(' + rgba.join(',') + ')';
}
}
}
Renderer.prototype.pushTransform = function() {
this.transform_stack_.push(this.transform.dup());
};
Renderer.prototype.popTransform = function() {
// If the stack is empty we'll end up with undefined as the transform.
this.transform = this.transform_stack_.pop();
};
Renderer.prototype.emptyBuffer = function() {
this.buffered_quads_ = [ ];
};
// TODO(deanm): Pull the project stuff off the class if possible.
// http://en.wikipedia.org/wiki/Pinhole_camera_model
//
// Project the 3d point |p| to a point in 2d.
// Takes the current focal_length_ in account.
Renderer.prototype.projectPointToCanvas = function projectPointToCanvas(p) {
// We're looking down the z-axis in the negative direction...
var v = this.camera.focal_length / -p.z;
var scale = this.scale_;
// Map the height to -1 .. 1, and the width to maintain aspect.
return {x: p.x * v * scale + this.xoff_,
y: p.y * v * -scale + scale};
};
// Project a 3d point onto the 2d canvas surface (pixel coordinates).
// Takes the current focal_length in account.
// TODO: flatten this calculation so we don't need make a method call.
Renderer.prototype.projectPointsToCanvas =
function projectPointsToCanvas(ps) {
var il = ps.length;
var out = Array(il);
for (var i = 0; i < il; ++i) {
out[i] = this.projectPointToCanvas(ps[i]);
}
return out;
};
Renderer.prototype.projectQuadFaceToCanvasIP = function(qf) {
qf.i0 = this.projectPointToCanvas(qf.i0);
qf.i1 = this.projectPointToCanvas(qf.i1);
qf.i2 = this.projectPointToCanvas(qf.i2);
if (!qf.isTriangle())
qf.i3 = this.projectPointToCanvas(qf.i3);
return qf;
};
// Textured triangle drawing by Thatcher Ulrich. Draw a triangle portion of
// an image, with the source (uv coordinates) mapped to screen x/y
// coordinates. A transformation matrix for this mapping is calculated, so
// that the image |im| is rotated / scaled / etc to map to the x/y dest. A
// clipping mask is applied when drawing |im|, so only the triangle is drawn.
function drawCanvasTexturedTriangle(ctx, im,
x0, y0, x1, y1, x2, y2,
sx0, sy0, sx1, sy1, sx2, sy2) {
ctx.save();
// Clip the output to the on-screen triangle boundaries.
ctx.beginPath();
ctx.moveTo(x0, y0);
ctx.lineTo(x1, y1);
ctx.lineTo(x2, y2);
ctx.closePath();
ctx.clip();
var denom =
sx0 * (sy2 - sy1) -
sx1 * sy2 +
sx2 * sy1 +
(sx1 - sx2) * sy0;
var m11 = - (
sy0 * (x2 - x1) -
sy1 * x2 +
sy2 * x1 +
(sy1 - sy2) * x0) / denom;
var m12 = (
sy1 * y2 +
sy0 * (y1 - y2) -
sy2 * y1 +
(sy2 - sy1) * y0) / denom;
var m21 = (
sx0 * (x2 - x1) -
sx1 * x2 +
sx2 * x1 +
(sx1 - sx2) * x0) / denom;
var m22 = - (
sx1 * y2 +
sx0 * (y1 - y2) -
sx2 * y1 +
(sx2 - sx1) * y0) / denom;
var dx = (
sx0 * (sy2 * x1 - sy1 * x2) +
sy0 * (sx1 * x2 - sx2 * x1) +
(sx2 * sy1 - sx1 * sy2) * x0) / denom;
var dy = (
sx0 * (sy2 * y1 - sy1 * y2) +
sy0 * (sx1 * y2 - sx2 * y1) +
(sx2 * sy1 - sx1 * sy2) * y0) / denom;
ctx.transform(m11, m12, m21, m22, dx, dy);
// Draw the whole image. Transform and clip will map it onto the
// correct output triangle.
//
// TODO(tulrich): figure out if drawImage goes faster if we specify the
// rectangle that bounds the source coords.
ctx.drawImage(im, 0, 0);
ctx.restore();
}
// A unit vector down the z-axis.
var g_z_axis_vector = {x: 0, y: 0, z: 1};
// Put a shape into the draw buffer, transforming it by the current camera,
// applying any current render state, etc.
Renderer.prototype.bufferShape = function bufferShape(shape) {
var draw_backfaces = this.draw_backfaces;
var quad_callback = this.quad_callback;
// Our vertex transformation matrix.
var t = multiplyAffine(this.camera.transform.m,
this.transform.m);
// Our normal transformation matrix.
var tn = transAdjoint(t);
// We are transforming the points even if we decide it's back facing.
// We could just transform the normal, and then only transform the
// points if we needed it. But then you need to check to see if the
// point was already translated to avoid duplicating work, or just
// always calculate it and duplicate the work. Not sure what's best...
var world_vertices = transformPoints(t, shape.vertices);
var quads = shape.quads;
for (var j = 0, jl = shape.quads.length; j < jl; ++j) {
var qf = quads[j];
// Call the optional quad callback. This gives a chance to update the
// render state per-quad, before we emit into the buffered quads. It
// also gives the earliest chance to skip a quad.
if (quad_callback !== null && quad_callback(qf, j, shape) === true)
continue;
var centroid = transformPoint(t, qf.centroid);
// Cull quads that are behind the camera.
// TODO(deanm): this should probably involve the focal point?
if (centroid.z >= -1)
continue;
// NOTE: The transform tn isn't going to always keep the vectors unit
// length, so n1 and n2 should be normalized if needed.
// We unit vector n1 (for lighting, etc).
var n1 = unitVector3d(transformPoint(tn, qf.normal1));
var n2 = transformPoint(tn, qf.normal2);
// Backface culling. I'm not sure the exact right way to do this, but
// this seems to look ok, following the eye from the origin. We look
// at the normals of the triangulated quad, and make sure at least one
// is point towards the camera...
if (draw_backfaces !== true &&
dotProduct3d(centroid, n1) > 0 &&
dotProduct3d(centroid, n2) > 0) {
continue;
}
// Lighting intensity is just based on just one of the normals pointing
// towards the camera. Should do something better here someday...
var intensity = dotProduct3d(g_z_axis_vector, n1);
if (intensity < 0)
intensity = 0;
// We map the quad into world coordinates, and also replace the indices
// with the actual points.
var world_qf;
if (qf.isTriangle() === true) {
world_qf = new QuadFace(
world_vertices[qf.i0],
world_vertices[qf.i1],
world_vertices[qf.i2],
null
);
} else {
world_qf = new QuadFace(
world_vertices[qf.i0],
world_vertices[qf.i1],
world_vertices[qf.i2],
world_vertices[qf.i3]
);
}
world_qf.centroid = centroid;
world_qf.normal1 = n1;
world_qf.normal2 = n2;
var obj = {
qf: world_qf,
intensity: intensity,
draw_overdraw: this.draw_overdraw,
texture: this.texture,
fill_rgba: this.fill_rgba,
stroke_rgba: this.stroke_rgba,
normal1_rgba: this.normal1_rgba,
normal2_rgba: this.normal2_rgba
};
this.buffered_quads_.push(obj);
}
};
// Sort an array of points by z axis.
function zSorter(x, y) {
return x.qf.centroid.z - y.qf.centroid.z;
}
// Paint the background. You should setup the fill color on ctx.
Renderer.prototype.drawBackground = function() {
this.ctx.fillRect(0, 0, this.width_, this.height_);
};
// Clear the background so the canvas is transparent.
Renderer.prototype.clearBackground = function() {
this.ctx.clearRect(0, 0, this.width_, this.height_);
};
Renderer.prototype.drawBuffer = function drawBuffer() {
var ctx = this.ctx;
var all_quads = this.buffered_quads_;
var num_quads = all_quads.length;
// Sort the quads by z-index for painters algorithm :(
// We're looking down the z-axis in the negative direction, so we want
// to paint the most negative z quads first.
if (this.perform_z_sorting === true)
all_quads.sort(zSorter);
for (var j = 0; j < num_quads; ++j) {
var obj = all_quads[j];
var qf = obj.qf;
this.projectQuadFaceToCanvasIP(qf);
var is_triangle = qf.isTriangle();
if (obj.draw_overdraw === true) {
// Unfortunately when we fill with canvas, we can get some gap looking
// things on the edges between quads. One possible solution is to
// stroke the path, but this turns out to be really expensive. Instead
// we try to increase the area of the quad. Each edge pushes its
// vertices away from each other. This is sort of similar in concept
// to the builtin canvas shadow support (shadowOffsetX, etc). However,
// Chrome doesn't support shadows correctly now. It does in trunk, but
// using shadows to fill the gaps looks awful, and also seems slower.
pushPoints2dIP(qf.i0, qf.i1);
pushPoints2dIP(qf.i1, qf.i2);
if (is_triangle === true) {
pushPoints2dIP(qf.i2, qf.i0);
} else { // Quad.
pushPoints2dIP(qf.i2, qf.i3);
pushPoints2dIP(qf.i3, qf.i0);
}
}
// Create our quad as a <canvas> path.
ctx.beginPath();
ctx.moveTo(qf.i0.x, qf.i0.y);
ctx.lineTo(qf.i1.x, qf.i1.y);
ctx.lineTo(qf.i2.x, qf.i2.y);
if (is_triangle !== true)
ctx.lineTo(qf.i3.x, qf.i3.y);
// Don't bother closing it unless we need to.
// Fill...
var frgba = obj.fill_rgba;
if (frgba !== null) {
var iy = obj.intensity;
ctx.setFillColor(frgba.r * iy, frgba.g * iy, frgba.b * iy, frgba.a);
ctx.fill();
}
// Texturing...
var texture = obj.texture;
if (texture !== null) {
drawCanvasTexturedTriangle(ctx, texture.image,
qf.i0.x, qf.i0.y, qf.i1.x, qf.i1.y, qf.i2.x, qf.i2.y,
texture.u0, texture.v0, texture.u1, texture.v1,
texture.u2, texture.v2);
if (!is_triangle) {
drawCanvasTexturedTriangle(ctx, texture.image,
qf.i0.x, qf.i0.y, qf.i2.x, qf.i2.y, qf.i3.x, qf.i3.y,
texture.u0, texture.v0, texture.u2, texture.v2,
texture.u3, texture.v3);
}
}
// Stroke...
var srgba = obj.stroke_rgba;
if (srgba !== null) {
ctx.closePath();
ctx.setStrokeColor(srgba.r, srgba.g, srgba.b, srgba.a);
ctx.stroke();
}
// Normal lines (stroke)...
var n1r = obj.normal1_rgba;
var n2r = obj.normal2_rgba;
if (n1r !== null) {
ctx.setStrokeColor(n1r.r, n1r.g, n1r.b, n1r.a);
var screen_centroid = this.projectPointToCanvas(qf.centroid);
var screen_point = this.projectPointToCanvas(
addPoints3d(qf.centroid, unitVector3d(qf.normal1)));
ctx.beginPath();
ctx.moveTo(screen_centroid.x, screen_centroid.y);