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Render a wireframe cube with triangles
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<!DOCTYPE html> | ||
<html lang="en" dir="ltr"> | ||
<head> | ||
<meta charset="utf-8"> | ||
<title>Raster 06</title> | ||
</head> | ||
<body> | ||
<canvas id="canvas" width=600 height=600 style="border: 1px grey solid"> | ||
<script src="./raster-06.js" charset="utf-8"></script> | ||
</body> | ||
</html> |
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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; | ||
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let PutPixel = (x, y, color) => { | ||
x = canvas.width / 2 + Math.floor(x); | ||
y = canvas.height / 2 - Math.floor(y) - 1; | ||
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if (x < 0 || x >= canvas.width || y < 0 || y >= canvas.height) { | ||
return; | ||
} | ||
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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) | ||
} | ||
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// Displays the contents of the offscreen buffer into the canvas. | ||
let UpdateCanvas = () => { | ||
canvas_context.putImageData(canvas_buffer, 0, 0); | ||
} | ||
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// ====================================================================== | ||
// Linear algebra and helpers. | ||
// ====================================================================== | ||
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// Computes scalar by vector multiplication | ||
let Multiply = function(k, vec) { | ||
return [k*vec[0], k*vec[1], k*vec[2]]; | ||
} | ||
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// ====================================================================== | ||
// Rasterization code. | ||
// ====================================================================== | ||
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// Scene setup. | ||
const viewport_size = 1; | ||
const projection_plane_z = 1; | ||
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// A Point representation. | ||
let Pt = function(x, y, h) { | ||
if (!(this instanceof Pt)) { | ||
return new Pt(x, y, h); | ||
} | ||
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this.x = x; | ||
this.y = y; | ||
this.h = h; | ||
} | ||
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// A 3D vertex | ||
let Vertex = function(x, y, z) { | ||
if (!(this instanceof Vertex)) { | ||
return new Vertex(x, y, z); | ||
} | ||
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this.x = x; | ||
this.y = y; | ||
this.z = z; | ||
} | ||
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// A Triangle. | ||
let Triangle = function(v0, v1, v2, color) { | ||
if (!(this instanceof Triangle)) { return new Triangle(v0, v1, v2, color); } | ||
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this.v0 = v0; | ||
this.v1 = v1; | ||
this.v2 = v2; | ||
this.color = color; | ||
} | ||
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let Interpolate = (i0, d0, i1, d1) => { | ||
if (i0 == i1) { | ||
return [d0]; | ||
} | ||
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let values = []; | ||
const a = (d1 - d0) / (i1 - i0); | ||
let d = d0; | ||
for (let i = i0; i <= i1; i++) { | ||
values.push(d); | ||
d += a; | ||
} | ||
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return values; | ||
} | ||
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let DrawLine = (p0, p1, color) => { | ||
let dx = p1.x - p0.x; | ||
let dy = p1.y - p0.y; | ||
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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]; | ||
} | ||
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// 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]; | ||
} | ||
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// 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); | ||
} | ||
} | ||
} | ||
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let DrawWireframeTriangle = (p0, p1, p2, color) => { | ||
DrawLine(p0, p1, color); | ||
DrawLine(p1, p2, color); | ||
DrawLine(p0, p2, color); | ||
} | ||
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// Converts 2D viewport coordinates to 2D canvas coordinates. | ||
let ViewportToCanvas = (p2d) => { | ||
return Pt(p2d.x * canvas.width / viewport_size, | ||
p2d.y * canvas.height / viewport_size); | ||
} | ||
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let ProjectVertex = (v) => { | ||
return ViewportToCanvas(Pt(v.x * projection_plane_z / v.z, | ||
v.y * projection_plane_z / v.z)); | ||
} | ||
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let RenderObject = (vertexes, triangles) => { | ||
let projected = []; | ||
for (let i = 0; i < vertexes.length; i++) { | ||
projected.push(ProjectVertex(vertexes[i])); | ||
} | ||
for (let i = 0; i < triangles.length; i++) { | ||
RenderTriangle(triangles[i], projected); | ||
} | ||
} | ||
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let RenderTriangle = (triangle, projected) => { | ||
DrawWireframeTriangle( | ||
projected[triangle.v0], | ||
projected[triangle.v1], | ||
projected[triangle.v2], | ||
triangle.color, | ||
); | ||
} | ||
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let vertexes = [ | ||
Vertex(1, 1, 1), | ||
Vertex(-1, 1, 1), | ||
Vertex(-1, -1, 1), | ||
Vertex(1, -1, 1), | ||
Vertex(1, 1, -1), | ||
Vertex(-1, 1, -1), | ||
Vertex(-1, -1, -1), | ||
Vertex(1, -1, -1) | ||
]; | ||
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let RED = [255, 0, 0]; | ||
let GREEN = [0, 255, 0]; | ||
let BLUE = [0, 0, 255]; | ||
let YELLOW = [255, 255, 0]; | ||
let PURPLE = [255, 0, 255]; | ||
let CYAN = [0, 255, 255]; | ||
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let triangles = [ | ||
Triangle(0, 1, 2, RED), | ||
Triangle(0, 2, 3, RED), | ||
Triangle(4, 0, 3, GREEN), | ||
Triangle(4, 3, 7, GREEN), | ||
Triangle(5, 4, 7, BLUE), | ||
Triangle(5, 7, 6, BLUE), | ||
Triangle(1, 5, 6, YELLOW), | ||
Triangle(1, 6, 2, YELLOW), | ||
Triangle(4, 5, 1, PURPLE), | ||
Triangle(4, 1, 0, PURPLE), | ||
Triangle(2, 6, 7, CYAN), | ||
Triangle(2, 7, 3, CYAN) | ||
]; | ||
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// Translate the vertexes. | ||
for (let i = 0; i < vertexes.length; i++) { | ||
vertexes[i].x -= 1.5; | ||
vertexes[i].z += 7; | ||
} | ||
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RenderObject(vertexes, triangles); | ||
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UpdateCanvas(); |