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Render a wireframe cube with triangles
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ElHacker committed Feb 3, 2020
1 parent 2fa5335 commit f727def
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11 changes: 11 additions & 0 deletions raster-06.html
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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>
206 changes: 206 additions & 0 deletions raster-06.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);
}

// ======================================================================
// Linear algebra and helpers.
// ======================================================================

// Computes scalar by vector multiplication
let Multiply = function(k, vec) {
return [k*vec[0], k*vec[1], k*vec[2]];
}


// ======================================================================
// Rasterization code.
// ======================================================================

// Scene setup.
const viewport_size = 1;
const projection_plane_z = 1;

// A Point representation.
let Pt = function(x, y, h) {
if (!(this instanceof Pt)) {
return new Pt(x, y, h);
}

this.x = x;
this.y = y;
this.h = h;
}

// A 3D vertex
let Vertex = function(x, y, z) {
if (!(this instanceof Vertex)) {
return new Vertex(x, y, z);
}

this.x = x;
this.y = y;
this.z = z;
}

// A Triangle.
let Triangle = function(v0, v1, v2, color) {
if (!(this instanceof Triangle)) { return new Triangle(v0, v1, v2, color); }

this.v0 = v0;
this.v1 = v1;
this.v2 = v2;
this.color = color;
}

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(p0, p2, color);
}

// 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);
}

let ProjectVertex = (v) => {
return ViewportToCanvas(Pt(v.x * projection_plane_z / v.z,
v.y * projection_plane_z / v.z));
}

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);
}
}

let RenderTriangle = (triangle, projected) => {
DrawWireframeTriangle(
projected[triangle.v0],
projected[triangle.v1],
projected[triangle.v2],
triangle.color,
);
}

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)
];

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];

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)
];

// Translate the vertexes.
for (let i = 0; i < vertexes.length; i++) {
vertexes[i].x -= 1.5;
vertexes[i].z += 7;
}

RenderObject(vertexes, triangles);

UpdateCanvas();

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