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raster-03.js
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// ======================================================================
// Low-level canvas access.
// ======================================================================
let canvas = document.getElementById('canvas');
let canvas_context = canvas.getContext('2d');
let canvas_buffer = canvas_context.getImageData(0, 0, canvas.width, canvas.height);
let canvas_pitch = canvas_buffer.width * 4;
let PutPixel = (x, y, color) => {
x = canvas.width / 2 + Math.floor(x);
y = canvas.height / 2 - Math.floor(y) - 1;
if (x < 0 || x >= canvas.width || y < 0 || y >= canvas.height) {
return;
}
let offset = 4 * x + canvas_pitch * y;
canvas_buffer.data[offset++] = color[0];
canvas_buffer.data[offset++] = color[1];
canvas_buffer.data[offset++] = color[2];
canvas_buffer.data[offset++] = 255; // Alpha = 255 (full opacity)
}
// Displays the contents of the offscreen buffer into the canvas.
let UpdateCanvas = () => {
canvas_context.putImageData(canvas_buffer, 0, 0);
}
// ======================================================================
// Rasterization code.
// ======================================================================
// A Point representation.
let Pt = function(x, y) {
if (!(this instanceof Pt)) {
return new Pt(x, y);
}
this.x = x;
this.y = y;
}
let Interpolate = (i0, d0, i1, d1) => {
if (i0 == i1) {
return [d0];
}
let values = [];
const a = (d1 - d0) / (i1 - i0);
let d = d0;
for (let i = i0; i <= i1; i++) {
values.push(d);
d += a;
}
return values;
}
let DrawLine = (p0, p1, color) => {
let dx = p1.x - p0.x;
let dy = p1.y - p0.y;
if (Math.abs(dx) > Math.abs(dy)) {
// The line is horizontal-ish. Make sure it's left to right.
if (dx < 0) {
[p0, p1] = [p1, p0];
}
// Compute the Y values and draw.
let ys = Interpolate(p0.x, p0.y, p1.x, p1.y);
for (let x = p0.x; x <= p1.x; x++) {
// Using bitwise "or" | operator with 0 here is to remove the fractional part of the index.
PutPixel(x, ys[(x - p0.x) | 0], color);
}
} else {
// The line is vertical-ish. Make sure it's bottom to top.
if (dy < 0) {
[p0, p1] = [p1, p0];
}
// Compute the X values and draw.
let xs = Interpolate(p0.y, p0.x, p1.y, p1.x);
for (let y = p0.y; y <= p1.y; y++) {
// Using bitwise "or" | operator with 0 here is to remove the fractional part of the index.
PutPixel(xs[(y - p0.y) | 0], y, color);
}
}
}
let DrawWireframeTriangle = (p0, p1, p2, color) => {
DrawLine(p0, p1, color);
DrawLine(p1, p2, color);
DrawLine(p2, p0, color);
}
let DrawFilledTriangle = (p0, p1, p2, color) => {
// Sort the points from bottom to top;
if (p1.y < p0.y) { [p0, p1] = [p1, p0]; }
if (p2.y < p0.y) { [p0, p2] = [p2, p0]; }
if (p2.y < p1.y) { [p1, p2] = [p2, p1]; }
// Compute the x coordinates of the triangle edges
const x01 = Interpolate(p0.y, p0.x, p1.y, p1.x);
const x12 = Interpolate(p1.y, p1.x, p2.y, p2.x);
const x02 = Interpolate(p0.y, p0.x, p2.y, p2.x);
// Concatenate the short sides
x01.pop()
const x012 = x01.concat(x12);
// Determine which side is left and which is right.
let x_left;
let x_right;
const m = (x012.length / 2) | 0;
if (x02[m] < x012[m]) {
x_left = x02;
x_right = x012;
} else {
x_left = x012;
x_right = x02;
}
// Draw the horizontal segments.
for (let y = p0.y; y <= p2.y; y++) {
for (let x = x_left[y - p0.y]; x <= x_right[y - p0.y]; x++) {
PutPixel(x, y, color);
}
}
}
var p0 = Pt(-200, -250);
var p1 = Pt(200, 50);
var p2 = Pt(20, 250);
DrawFilledTriangle(p0, p1, p2, [0, 255, 0]);
DrawWireframeTriangle(p0, p1, p2, [0, 0, 0]);
UpdateCanvas();