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 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 - 1 ) * 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( 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 var x1 = Math.round( 16 * x1 ); var x2 = Math.round( 16 * x2 ); var x3 = Math.round( 16 * x3 ); var y1 = Math.round( 16 * y1 ); var y2 = Math.round( 16 * y2 ); var y3 = Math.round( 16 * y3 ); // 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 ) + 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 ); // 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 << 4) - x1) + dx12 * ((miny << 4) - y1); var c2 = dy23 * ((minx << 4) - x2) + dx23 * ((miny << 4) - y2); var c3 = dy31 * ((minx << 4) - x3) + dx31 * ((miny << 4) - 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); var cb1 = c1; var cb2 = c2; var cb3 = c3; var qstep = -q; var e1x = qstep * dy12; var e2x = qstep * dy23; var e3x = qstep * dy31; 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; } // 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; while (1) { // Step everything x0 += qstep; cb1 += e1x; cb2 += e2x; cb3 += e3x; // 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 / 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 (cb1 >= nmin1 && cb2 >= nmin2 && cb3 >= nmin3) { var cy1 = cb1; var cy2 = cb2; 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; } cx1 += dy12; cx2 += dy23; offset += 4; } cy1 += dx12; cy2 += dx23; offset += linestep; } block_full[blockInd] = 1; } else { // Partially covered block var cy1 = cb1; var cy2 = cb2; var cy3 = cb3; 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; } cx1 += dy12; cx2 += dy23; cx3 += dy31; offset += 4; } cy1 += dx12; cy2 += dx23; cy3 += dx31; offset += linestep; } } } // Advance to next row of blocks cb1 += q*dx12; cb2 += q*dx23; cb3 += q*dx31; } } function normalToComponent( normal ) { var component = ( normal + 1 ) * 127; return component < 0 ? 0 : ( component > 255 ? 255 : component ); } };