<html> <body> <script src="Stats.js"></script> <p id="timing"> </p> <script> var requestAnimationFrame = window.requestAnimationFrame || window.webkitRequestAnimationFrame || window.mozRequestAnimationFrame || window.oRequestAnimationFrame || window.msRequestAnimationFrame; var stats = new Stats(); document.body.appendChild( stats.getDomElement() ); var blocksize = 8; var canvas = document.createElement( 'canvas' ); canvas.width = 1024; canvas.height = 512; document.body.appendChild( canvas ); var canvasWidth = canvas.width; var canvasHeight = canvas.height; var canvasWBlocks = Math.floor((canvasWidth + blocksize-1) / blocksize); var canvasHBlocks = Math.floor((canvasHeight + blocksize-1) / blocksize); var context = canvas.getContext( '2d' ); var imagedata = context.getImageData( 0, 0, canvasWidth, canvasHeight ); var data = imagedata.data; var block_full = new Uint8Array(canvasWBlocks * canvasHBlocks); // var typedarray = new Uint8ClampedArray( data.length ); // console.log( data instanceof Uint8ClampedArray ); render(); animate(); function animate() { requestAnimationFrame( animate ); render(); stats.update(); } function render() { // clear for ( var i = 3, l = data.length; i < l; i += 4 ) { data[ i ] = 0; } for (var i = 0, l = block_full.length; i < l; i++) { block_full[i] = 0; } /* for ( var i = 0; i < 100000; i ++ ) { var color = Math.random() * 0xffffff; drawPixel( Math.floor( Math.random() * canvasWidth ), Math.floor( Math.random() * canvasHeight ), color >> 16 & 255, color >> 8 & 255, color & 255 ); } */ /* for ( var i = 0; i < 100; i ++ ) { drawRectangle( Math.random() * canvasWidth, Math.random() * canvasHeight, Math.random() * canvasWidth, Math.random() * canvasHeight, Math.random() * 0xffffff ); } */ var startTime = new Date(); for ( var i = 0; i < 1000; i ++ ) { drawTriangle( Math.random() * canvasWidth, Math.random() * canvasHeight, Math.random() * 0xffffff, Math.random() * canvasWidth, Math.random() * canvasHeight, Math.random() * 0xffffff, Math.random() * canvasWidth, Math.random() * canvasHeight, Math.random() * 0xffffff ); } var endTime = new Date(); document.getElementById("timing").innerText = (endTime - startTime) + "ms"; context.putImageData( imagedata, 0, 0 ); } // 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 drawRectangle( x1, y1, x2, y2, color ) { var r = color >> 16 & 255; var g = color >> 8 & 255; var b = color & 255; var xmin = Math.min( x1, x2 ) >> 0; var xmax = Math.max( x1, x2 ) >> 0; var ymin = Math.min( y1, y2 ) >> 0; var ymax = Math.max( y1, y2 ) >> 0; for ( var y = ymin; y < ymax; y ++ ) { for ( var x = xmin; x < xmax; x ++ ) { drawPixel( x, y, r, g, b ); } } } function drawTriangle( x1, y1, color1, x2, y2, color2, x3, y3, color3 ) { // http://devmaster.net/forums/topic/1145-advanced-rasterization/ // 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 ); // 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 * x1 - dx12 * y1; var c2 = -dy23 * x2 - dx23 * y2; var c3 = -dy31 * x3 - dx31 * 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); for ( var y0 = miny; y0 < maxy; y0 += q ) { for ( var x0 = minx; x0 < maxx; x0 += q ) { // Edge functions at top-left corner var cy1 = c1 + dx12 * y0 + dy12 * x0; var cy2 = c2 + dx23 * y0 + dy23 * x0; var cy3 = c3 + dx31 * y0 + dy31 * x0; // Skip block when at least one edge completely out if (cy1 < nmax1 || cy2 < nmax2 || cy3 < nmax3) continue; // Skip writing full 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 (cy1 >= nmin1 && cy2 >= nmin2 && cy3 >= nmin3) { 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 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; } } } } } </script> </body> </html>