纹理

绘制木条箱

双线性滤波

贴图分级细化

三线性滤波

代码实现1

<!--
!!html_title Texture mapping demo - Computer Graphics from scratch
-->

# Texture mapping demo

This demo implements [texture mapping](../14-textures.html). You can choose whether to use
perspective-correct interpolated depth values (1/z) or not, to see the difference it has on the output.

<div class="centered">
<canvas id="canvas" width=600 height=600 style="border: 1px grey solid"></canvas>
<table class="cgfs-demo-controls">

<tr>
<td><b>Depth buffer values</b></td>
<td class="text-left">
<input type="radio" name="perspective-correct-depth" onClick="SetUsePerspectiveCorrectDepth(false)"><label for="pcd-off">Linear (z)</label><br>
<input type="radio" name="perspective-correct-depth" onClick="SetUsePerspectiveCorrectDepth(true)" checked><label for="pcd-on">Perspective-correct (1/z)</label>
</td>
</tr>

</table>
</div>

<script>
"use strict";

// ======================================================================
//  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);

// A color.
function Color(r, g, b) {
  return {
    r, g, b,
    mul: function(n) { return new Color(this.r*n, this.g*n, this.b*n); },
  };
}

// The PutPixel() function.
function PutPixel(x, y, color) {
  x = canvas.width/2 + (x | 0);
  y = canvas.height/2 - (y | 0) - 1;

  if (x < 0 || x >= canvas.width || y < 0 || y >= canvas.height) {
    return;
  }

  let offset = 4*(x + canvas_buffer.width*y);
  canvas_buffer.data[offset++] = color.r;
  canvas_buffer.data[offset++] = color.g;
  canvas_buffer.data[offset++] = color.b;
  canvas_buffer.data[offset++] = 255; // Alpha = 255 (full opacity)
}


// Displays the contents of the offscreen buffer into the canvas.
function UpdateCanvas() {
  canvas_context.putImageData(canvas_buffer, 0, 0);
}


// ======================================================================
//  Depth buffer.
// ======================================================================
let depth_buffer = Array();
depth_buffer.length = canvas.width * canvas.height;

function UpdateDepthBufferIfCloser(x, y, inv_z) {
  x = canvas.width/2 + (x | 0);
  y = canvas.height/2 - (y | 0) - 1;

  if (x < 0 || x >= canvas.width || y < 0 || y >= canvas.height) {
    return false;
  }

  let offset = x + canvas.width*y;
  if (depth_buffer[offset] == undefined || depth_buffer[offset] < inv_z) {
    depth_buffer[offset] = inv_z;
    return true;
  }
  return false;
}

function ClearAll() {
  canvas.width = canvas.width;
  depth_buffer = Array();
  depth_buffer.length = canvas.width * canvas.height;
}


// ======================================================================
//  Data model.
// ======================================================================

// A Point.
function Pt(x, y, h) {
  return {x, y, h};
}


// A 3D vertex.
function Vertex(x, y, z) {
  return {
    x, y, z,
    add: function(v) { return new Vertex(this.x + v.x, this.y + v.y, this.z + v.z); },
    sub: function(v) { return new Vertex(this.x - v.x, this.y - v.y, this.z - v.z); },
    mul: function(n) { return new Vertex(this.x*n, this.y*n, this.z*n); },
    dot: function(vec) { return this.x*vec.x + this.y*vec.y + this.z*vec.z; },
    length: function() { return Math.sqrt(this.dot(this)); },
  }
}


// A 4D vertex (a 3D vertex in homogeneous coordinates).
function Vertex4(arg1, y, z, w) {
  if (y == undefined) {
    this.x = arg1.x;
    this.y = arg1.y;
    this.z = arg1.z;
    this.w = arg1.w | 1;
  } else {
    this.x = arg1;
    this.y = y;
    this.z = z;
    this.w = w;
  }
  this.add = function(v) { return new Vertex4(this.x + v.x, this.y + v.y, this.z + v.z); };
  this.sub = function(v) { return new Vertex4(this.x - v.x, this.y - v.y, this.z - v.z, this.w - v.w); };
  this.mul = function(n) { return new Vertex4(this.x*n, this.y*n, this.z*n, this.w); };
  this.dot = function(vec) { return this.x*vec.x + this.y*vec.y + this.z*vec.z; };
  this.cross = function(v2) { return new Vertex4(this.y*v2.z - this.z*v2.y, this.z*v2.x - this.x*v2.z, this.x*v2.y - this.y*v2.x); };
  this.length = function() { return Math.sqrt(this.dot(this)); };
}


// A 4x4 matrix.
function Mat4x4(data) {
  return {data};
}


const Identity4x4 = new Mat4x4([[1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1]]);


// A Triangle.
function Triangle(indexes, color, normals, texture, uvs) {
  return {indexes, color, normals, texture, uvs}
}


// A Model.
function Model(vertices, triangles, bounds_center, bounds_radius) {
  return {vertices, triangles, bounds_center, bounds_radius};
}


// An Instance.
function Instance(model, position, orientation, scale) {
  this.model = model;
  this.position = position;
  this.orientation = orientation || Identity4x4;
  this.scale = scale || 1.0;
  this.transform = MultiplyMM4(MakeTranslationMatrix(this.position), MultiplyMM4(this.orientation, MakeScalingMatrix(this.scale)));
}


// The Camera.
function Camera(position, orientation) {
  this.position = position;
  this.orientation = orientation;
  this.clipping_planes = [];
}


// A Clipping Plane.
function Plane(normal, distance) {
  return {normal, distance};
}


// A Light.
const LT_AMBIENT = 0;
const LT_POINT = 1;
const LT_DIRECTIONAL = 2;

function Light(type, intensity, vector) {
  return {type, intensity, vector};
}


// A Texture.
function Texture(url) {
  this.image = new Image();
  this.image.src = url;

  let texture = this;

  this.image.onload = function() {
    texture.iw = texture.image.width;
    texture.ih = texture.image.height;

    texture.canvas = document.createElement("canvas");
    texture.canvas.width = texture.iw;
    texture.canvas.height = texture.ih;
    let c2d = texture.canvas.getContext("2d");
    c2d.drawImage(texture.image, 0, 0, texture.iw, texture.ih);
    texture.pixel_data = c2d.getImageData(0, 0, texture.iw, texture.ih);
  };

  this.getTexel = function(u, v) {
    let iu = (u*this.iw) | 0;
    let iv = (v*this.ih) | 0;

    let offset = (iv*this.iw*4 + iu*4);

    return new Color(
      this.pixel_data.data[offset + 0],
      this.pixel_data.data[offset + 1],
      this.pixel_data.data[offset + 2]
    );
  };
}


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

// Makes a transform matrix for a rotation around the OY axis.
function MakeOYRotationMatrix(degrees) {
  let cos = Math.cos(degrees*Math.PI/180.0);
  let sin = Math.sin(degrees*Math.PI/180.0);

  return new Mat4x4([[cos, 0, -sin, 0],
                     [  0, 1,    0, 0],
                     [sin, 0,  cos, 0],
                     [  0, 0,    0, 1]])
}


// Makes a transform matrix for a translation.
function MakeTranslationMatrix(translation) {
  return new Mat4x4([[1, 0, 0, translation.x],
                     [0, 1, 0, translation.y],
                     [0, 0, 1, translation.z],
                     [0, 0, 0,             1]]);
}


// Makes a transform matrix for a scaling.
function MakeScalingMatrix(scale) {
  return new Mat4x4([[scale,     0,     0, 0],
                     [    0, scale,     0, 0],
                     [    0,     0, scale, 0],
                     [    0,     0,     0, 1]]);
}


// Multiplies a 4x4 matrix and a 4D vector.
function MultiplyMV(mat4x4, vec4) {
  let result = [0, 0, 0, 0];
  let vec = [vec4.x, vec4.y, vec4.z, vec4.w];

  for (let i = 0; i < 4; i++) {
    for (let j = 0; j < 4; j++) {
      result[i] += mat4x4.data[i][j]*vec[j];
    }
  }

  return new Vertex4(result[0], result[1], result[2], result[3]);
}


// Multiplies two 4x4 matrices.
function MultiplyMM4(matA, matB) {
  let result = new Mat4x4([[0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0]]);

  for (let i = 0; i < 4; i++) {
    for (let j = 0; j < 4; j++) {
      for (let k = 0; k < 4; k++) {
        result.data[i][j] += matA.data[i][k]*matB.data[k][j];
      }
    }
  }

  return result;
}


// Transposes a 4x4 matrix.
function Transposed(mat) {
  let result = new Mat4x4([[0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0]]);
  for (let i = 0; i < 4; i++) {
    for (let j = 0; j < 4; j++) {
      result.data[i][j] = mat.data[j][i];
    }
  }
  return result;
}


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

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


function Interpolate(i0, d0, i1, d1) {
  if (i0 == i1) {
    return [d0];
  }

  let values = [];
  let a = (d1 - d0) / (i1 - i0);
  let d = d0;
  for (let i = i0; i <= i1; i++) {
    values.push(d);
    d += a;
  }

  return values;
}


function DrawLine(p0, p1, color) {
  let dx = p1.x - p0.x, 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) { let swap = p0; p0 = p1; p1 = swap; }

    // 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++) {
      PutPixel(x, ys[(x - p0.x) | 0], color);
    }
  } else {
    // The line is verical-ish. Make sure it's bottom to top.
    if (dy < 0) { let swap = p0; p0 = p1; p1 = swap; }

    // 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++) {
      PutPixel(xs[(y - p0.y) | 0], y, color);
    }
  }
}


function 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.
function ViewportToCanvas(p2d) {
  return new Pt(
    p2d.x * canvas.width / viewport_size | 0,
    p2d.y * canvas.height / viewport_size | 0);
}


// Converts 2D canvas coordinates to 2D viewport coordinates.
function CanvasToViewport(p2d) {
  return new Pt(
    p2d.x * viewport_size / canvas.width,
    p2d.y * viewport_size / canvas.height);
}


function ProjectVertex(v) {
  return ViewportToCanvas(new Pt(
    v.x * projection_plane_z / v.z,
    v.y * projection_plane_z / v.z));
}


function UnProjectVertex(x, y, inv_z) {
  let oz = 1.0 / inv_z;
  let ux = x*oz / projection_plane_z;
  let uy = y*oz / projection_plane_z;
  let p2d = CanvasToViewport(Pt(ux, uy));
  return new Vertex(p2d.x, p2d.y, oz);
}


// Sort the points from bottom to top.
// Technically, sort the indexes to the vertex indexes in the triangle from bottom to top.
function SortedVertexIndexes(vertex_indexes, projected) {
  let indexes = [0, 1, 2];

  if (projected[vertex_indexes[indexes[1]]].y < projected[vertex_indexes[indexes[0]]].y) { let swap = indexes[0]; indexes[0] = indexes[1]; indexes[1] = swap; }
  if (projected[vertex_indexes[indexes[2]]].y < projected[vertex_indexes[indexes[0]]].y) { let swap = indexes[0]; indexes[0] = indexes[2]; indexes[2] = swap; }
  if (projected[vertex_indexes[indexes[2]]].y < projected[vertex_indexes[indexes[1]]].y) { let swap = indexes[1]; indexes[1] = indexes[2]; indexes[2] = swap; }

  return indexes;
}


function ComputeTriangleNormal(v0, v1, v2) {
  let v0v1 = v1.sub(v0);
  let v0v2 = v2.sub(v0);
  return v0v1.cross(v0v2);
}


function ComputeIllumination(vertex, normal, camera, lights) {
  let illumination = 0;
  for (let l = 0; l < lights.length; l++) {
    let light = lights[l];
    if (light.type == LT_AMBIENT) {
      illumination += light.intensity;
      continue;
    }

    let vl;
    if (light.type == LT_DIRECTIONAL) {
      let cameraMatrix = Transposed(camera.orientation);
      let rotated_light = MultiplyMV(cameraMatrix, new Vertex4(light.vector));
      vl = rotated_light;
    } else if (light.type == LT_POINT) {
      let cameraMatrix = MultiplyMM4(Transposed(camera.orientation), MakeTranslationMatrix(camera.position.mul(-1)));
      let transformed_light = MultiplyMV(cameraMatrix, new Vertex4(light.vector));
      vl = vertex.mul(-1).add(transformed_light);
    }

    // Diffuse component.
    let cos_alpha = vl.dot(normal) / (vl.length() * normal.length());
    if (cos_alpha > 0) {
      illumination += cos_alpha * light.intensity;
    }

    // Specular component.
    let reflected = normal.mul(2*normal.dot(vl)).sub(vl);
    let view = camera.position.sub(vertex);

    let cos_beta = reflected.dot(view) / (reflected.length() * view.length());
    if (cos_beta > 0) {
      let specular = 50;
      illumination += Math.pow(cos_beta, specular) * light.intensity;
    }
  }
  return illumination;
}


const SM_FLAT = 0;
const SM_GOURAUD = 1;
const SM_PHONG = 2;

let ShadingModel = SM_PHONG;
let UseVertexNormals = true;
let UsePerspectiveCorrectDepth = true;


function EdgeInterpolate(y0, v0, y1, v1, y2, v2) {
  let v01 = Interpolate(y0, v0, y1, v1);
  let v12 = Interpolate(y1, v1, y2, v2);
  let v02 = Interpolate(y0, v0, y2, v2);
  v01.pop();
  let v012 = v01.concat(v12);
  return [v02, v012];
}


function RenderTriangle(triangle, vertices, projected, camera, lights, orientation) {
  // Compute triangle normal. Use the unsorted vertices, otherwise the winding of the points may change.
  let normal = ComputeTriangleNormal(vertices[triangle.indexes[0]], vertices[triangle.indexes[1]], vertices[triangle.indexes[2]]);

  // Backface culling.
    let vertex_to_camera = vertices[triangle.indexes[0]].mul(-1);  // Should be Subtract(camera.position, vertices[triangle.indexes[0]])
    if (vertex_to_camera.dot(normal) <= 0) {
      return;
  }

  // Sort by projected point Y.
  let indexes = SortedVertexIndexes(triangle.indexes, projected);
  var [i0, i1, i2] = indexes;
  var [v0, v1, v2] = [ vertices[triangle.indexes[i0]], vertices[triangle.indexes[i1]], vertices[triangle.indexes[i2]] ];

  // Get attribute values (X, 1/Z) at the vertices.
  let p0 = projected[triangle.indexes[i0]];
  let p1 = projected[triangle.indexes[i1]];
  let p2 = projected[triangle.indexes[i2]];

  // Compute attribute values at the edges.
  var [x02, x012] = EdgeInterpolate(p0.y, p0.x, p1.y, p1.x, p2.y, p2.x);
  var [iz02, iz012] = EdgeInterpolate(p0.y, 1.0/v0.z, p1.y, 1.0/v1.z, p2.y, 1.0/v2.z);
  if (triangle.texture) {
    if (UsePerspectiveCorrectDepth) {
      var [uz02, uz012] = EdgeInterpolate(p0.y, triangle.uvs[i0].x / v0.z,
                                          p1.y, triangle.uvs[i1].x / v1.z,
                                          p2.y, triangle.uvs[i2].x / v2.z);
      var [vz02, vz012] = EdgeInterpolate(p0.y, triangle.uvs[i0].y / v0.z,
                                          p1.y, triangle.uvs[i1].y / v1.z,
                                          p2.y, triangle.uvs[i2].y / v2.z);
    } else {
      var [uz02, uz012] = EdgeInterpolate(p0.y, triangle.uvs[i0].x,
                                          p1.y, triangle.uvs[i1].x,
                                          p2.y, triangle.uvs[i2].x);
      var [vz02, vz012] = EdgeInterpolate(p0.y, triangle.uvs[i0].y,
                                          p1.y, triangle.uvs[i1].y,
                                          p2.y, triangle.uvs[i2].y);
    }
  }

  if (UseVertexNormals) {
    let transform = MultiplyMM4(Transposed(camera.orientation), orientation);
    var normal0 = MultiplyMV(transform, new Vertex4(triangle.normals[i0]));
    var normal1 = MultiplyMV(transform, new Vertex4(triangle.normals[i1]));
    var normal2 = MultiplyMV(transform, new Vertex4(triangle.normals[i2]));
  } else {
    var normal0 = normal;
    var normal1 = normal;
    var normal2 = normal;
  }

  let intensity;
  if (ShadingModel == SM_FLAT) {
    // Flat shading: compute lighting for the entire triangle.
    let center = Vertex((v0.x + v1.x + v2.x)/3.0, (v0.y + v1.y + v2.y)/3.0, (v0.z + v1.z + v2.z)/3.0);
    intensity = ComputeIllumination(center, normal0, camera, lights);
  } else if (ShadingModel == SM_GOURAUD) {
    // Gouraud shading: compute lighting at the vertices, and interpolate.
    let i0 = ComputeIllumination(v0, normal0, camera, lights);
    let i1 = ComputeIllumination(v1, normal1, camera, lights);
    let i2 = ComputeIllumination(v2, normal2, camera, lights);
    var [i02, i012] = EdgeInterpolate(p0.y, i0, p1.y, i1, p2.y, i2);
  } else if (ShadingModel == SM_PHONG) {
    // Phong shading: interpolate normal vectors.
    var [nx02, nx012] = EdgeInterpolate(p0.y, normal0.x, p1.y, normal1.x, p2.y, normal2.x);
    var [ny02, ny012] = EdgeInterpolate(p0.y, normal0.y, p1.y, normal1.y, p2.y, normal2.y);
    var [nz02, nz012] = EdgeInterpolate(p0.y, normal0.z, p1.y, normal1.z, p2.y, normal2.z);
  }


  // Determine which is left and which is right.
  let m = (x02.length/2) | 0;
  if (x02[m] < x012[m]) {
    var [x_left, x_right] = [x02, x012];
    var [iz_left, iz_right] = [iz02, iz012];
    var [i_left, i_right] = [i02, i012];

    var [nx_left, nx_right] = [nx02, nx012];
    var [ny_left, ny_right] = [ny02, ny012];
    var [nz_left, nz_right] = [nz02, nz012];

    var [uz_left, uz_right] = [uz02, uz012];
    var [vz_left, vz_right] = [vz02, vz012];
  } else {
    var [x_left, x_right] = [x012, x02];
    var [iz_left, iz_right] = [iz012, iz02];
    var [i_left, i_right] = [i012, i02];

    var [nx_left, nx_right] = [nx012, nx02];
    var [ny_left, ny_right] = [ny012, ny02];
    var [nz_left, nz_right] = [nz012, nz02];

    var [uz_left, uz_right] = [uz012, uz02];
    var [vz_left, vz_right] = [vz012, vz02];
  }


  // Draw horizontal segments.
  for (let y = p0.y; y <= p2.y; y++) {
    var [xl, xr] = [x_left[y - p0.y] | 0, x_right[y - p0.y] | 0];

    // Interpolate attributes for this scanline.
    var [zl, zr] = [iz_left[y - p0.y], iz_right[y - p0.y]];
    let zscan = Interpolate(xl, zl, xr, zr);

    if (ShadingModel == SM_GOURAUD) {
      var [il, ir] = [i_left[y - p0.y], i_right[y - p0.y]];
      let iscan = Interpolate(xl, il, xr, ir);
    } else if (ShadingModel == SM_PHONG) {
      var [nxl, nxr] = [nx_left[y - p0.y], nx_right[y - p0.y]];
      var [nyl, nyr] = [ny_left[y - p0.y], ny_right[y - p0.y]];
      var [nzl, nzr] = [nz_left[y - p0.y], nz_right[y - p0.y]];

      var nxscan = Interpolate(xl, nxl, xr, nxr);
      var nyscan = Interpolate(xl, nyl, xr, nyr);
      var nzscan = Interpolate(xl, nzl, xr, nzr);
    }

    if (triangle.texture) {
      var uzscan = Interpolate(xl, uz_left[y - p0.y], xr, uz_right[y - p0.y]);
      var vzscan = Interpolate(xl, vz_left[y - p0.y], xr, vz_right[y - p0.y]);
    }

    for (let x = xl; x <= xr; x++) {
      let inv_z = zscan[x - xl];
      if (UpdateDepthBufferIfCloser(x, y, inv_z)) {

        if (ShadingModel == SM_FLAT) {
          // Just use the per-triangle intensity.
        } else if (ShadingModel == SM_GOURAUD) {
          intensity = iscan[x-xl];
        } else if (ShadingModel == SM_PHONG) {
          let vertex = UnProjectVertex(x, y, inv_z);
          let normal = Vertex(nxscan[x - xl], nyscan[x - xl], nzscan[x - xl]);
          intensity = ComputeIllumination(vertex, normal, camera, lights);
        }

        let color;
        if (triangle.texture) {
          if (UsePerspectiveCorrectDepth) {
            var u = uzscan[x - xl] / zscan[x - xl];
            var v = vzscan[x - xl] / zscan[x - xl];
          } else {
            var u = uzscan[x - xl];
            var v = vzscan[x - xl];
          }
          color = triangle.texture.getTexel(u, v);
        } else {
          color = triangle.color;
        }

        PutPixel(x, y, color.mul(intensity));
      }
    }
  }
}


// Clips a triangle against a plane. Adds output to triangles and vertices.
function ClipTriangle(triangle, plane, triangles, vertices) {
  let v0 = vertices[triangle.indexes[0]];
  let v1 = vertices[triangle.indexes[1]];
  let v2 = vertices[triangle.indexes[2]];

  let in0 = plane.normal.dot(v0) + plane.distance > 0;
  let in1 = plane.normal.dot(v1) + plane.distance > 0;
  let in2 = plane.normal.dot(v2) + plane.distance > 0;

  let in_count = in0 + in1 + in2;
  if (in_count == 0) {
    // Nothing to do - the triangle is fully clipped out.
  } else if (in_count == 3) {
    // The triangle is fully in front of the plane.
    triangles.push(triangle);
  } else if (in_count == 1) {
    // The triangle has one vertex in. Output is one clipped triangle.
  } else if (in_count == 2) {
    // The triangle has two vertices in. Output is two clipped triangles.
  }
}


function TransformAndClip(clipping_planes, model, scale, transform) {
  // Transform the bounding sphere, and attempt early discard.
  let center = MultiplyMV(transform, new Vertex4(model.bounds_center));
  let radius = model.bounds_radius*scale;
  for (let p = 0; p < clipping_planes.length; p++) {
    let distance = clipping_planes[p].normal.dot(center) + clipping_planes[p].distance;
    if (distance < -radius) {
      return null;
    }
  }

  // Apply modelview transform.
  let vertices = [];
  for (let i = 0; i < model.vertices.length; i++) {
    vertices.push(MultiplyMV(transform, new Vertex4(model.vertices[i])));
  }

  // Clip the entire model against each successive plane.
  let triangles = model.triangles.slice();
  for (let p = 0; p < clipping_planes.length; p++) {
    let new_triangles = []
    for (let i = 0; i < triangles.length; i++) {
      ClipTriangle(triangles[i], clipping_planes[p], new_triangles, vertices);
    }
    triangles = new_triangles;
  }

  return Model(vertices, triangles, center, model.bounds_radius);
}


function RenderModel(model, camera, lights, orientation) {
  let projected = [];
  for (let i = 0; i < model.vertices.length; i++) {
    projected.push(ProjectVertex(new Vertex4(model.vertices[i])));
  }
  for (let i = 0; i < model.triangles.length; i++) {
    RenderTriangle(model.triangles[i], model.vertices, projected, camera, lights, orientation);
  }
}


function RenderScene(camera, instances, lights) {
  let cameraMatrix = MultiplyMM4(Transposed(camera.orientation), MakeTranslationMatrix(camera.position.mul(-1)));

  for (let i = 0; i < instances.length; i++) {
    let transform = MultiplyMM4(cameraMatrix, instances[i].transform);
    let clipped = TransformAndClip(camera.clipping_planes, instances[i].model, instances[i].scale, transform);
    if (clipped != null) {
      RenderModel(clipped, camera, lights, instances[i].orientation);
    }
  }
}


// ----- Sphere model generator -----
function GenerateSphere(divs, color) {
  let vertices = [];
  let triangles = [];

  let delta_angle = 2.0*Math.PI / divs;

  // Generate vertices and normals.
  for (let d = 0; d < divs + 1; d++) {
    let y = (2.0 / divs) * (d - divs/2);
    let radius = Math.sqrt(1.0 - y*y);
    for (let i = 0; i < divs; i++) {
      let vertex = new Vertex(radius*Math.cos(i*delta_angle), y, radius*Math.sin(i*delta_angle));
      vertices.push(vertex);
    }
  }

  // Generate triangles.
  for (let d = 0; d < divs; d++) {
    for (let i = 0; i < divs; i++) {
      let i0 = d*divs + i;
      let i1 = (d+1)*divs + (i+1)%divs;
      let i2 = divs*d + (i+1)%divs;
      let tri0 = [i0, i1, i2];
      let tri1 = [i0, i0+divs, i1];
      triangles.push(Triangle(tri0, color, [vertices[tri0[0]], vertices[tri0[1]], vertices[tri0[2]]]));
      triangles.push(Triangle(tri1, color, [vertices[tri1[0]], vertices[tri1[1]], vertices[tri1[2]]]));
    }
  }

  return new Model(vertices, triangles, new Vertex(0, 0, 0), 1.0);
}


// ----- Cube model -----
const vertices = [
  new Vertex(1, 1, 1),
  new Vertex(-1, 1, 1),
  new Vertex(-1, -1, 1),
  new Vertex(1, -1, 1),
  new Vertex(1, 1, -1),
  new Vertex(-1, 1, -1),
  new Vertex(-1, -1, -1),
  new Vertex(1, -1, -1)
];

const RED = new Color(255, 0, 0);
const GREEN = new Color(0, 255, 0);
const BLUE = new Color(0, 0, 255);
const YELLOW = new Color(255, 255, 0);
const PURPLE = new Color(255, 0, 255);
const CYAN = new Color(0, 255, 255);

const wood_texture = new Texture("./crate-texture.jpg");

const triangles = [
  new Triangle([0, 1, 2], RED,    [new Vertex( 0,  0,  1), new Vertex( 0,  0,  1), new Vertex( 0,  0,  1)], wood_texture, [new Pt(0, 0), new Pt(1, 0), new Pt(1, 1)]),
  new Triangle([0, 2, 3], RED,    [new Vertex( 0,  0,  1), new Vertex( 0,  0,  1), new Vertex( 0,  0,  1)], wood_texture, [new Pt(0, 0), new Pt(1, 1), new Pt(0, 1)]),
  new Triangle([4, 0, 3], GREEN,  [new Vertex( 1,  0,  0), new Vertex( 1,  0,  0), new Vertex( 1,  0,  0)], wood_texture, [new Pt(0, 0), new Pt(1, 0), new Pt(1, 1)]),
  new Triangle([4, 3, 7], GREEN,  [new Vertex( 1,  0,  0), new Vertex( 1,  0,  0), new Vertex( 1,  0,  0)], wood_texture, [new Pt(0, 0), new Pt(1, 1), new Pt(0, 1)]),
  new Triangle([5, 4, 7], BLUE,   [new Vertex( 0,  0, -1), new Vertex( 0,  0, -1), new Vertex( 0,  0, -1)], wood_texture, [new Pt(0, 0), new Pt(1, 0), new Pt(1, 1)]),
  new Triangle([5, 7, 6], BLUE,   [new Vertex( 0,  0, -1), new Vertex( 0,  0, -1), new Vertex( 0,  0, -1)], wood_texture, [new Pt(0, 0), new Pt(1, 1), new Pt(0, 1)]),
  new Triangle([1, 5, 6], YELLOW, [new Vertex(-1,  0,  0), new Vertex(-1,  0,  0), new Vertex(-1,  0,  0)], wood_texture, [new Pt(0, 0), new Pt(1, 0), new Pt(1, 1)]),
  new Triangle([1, 6, 2], YELLOW, [new Vertex(-1,  0,  0), new Vertex(-1,  0,  0), new Vertex(-1,  0,  0)], wood_texture, [new Pt(0, 0), new Pt(1, 1), new Pt(0, 1)]),
  new Triangle([1, 0, 5], PURPLE, [new Vertex( 0,  1,  0), new Vertex( 0,  1,  0), new Vertex( 0,  1,  0)], wood_texture, [new Pt(0, 0), new Pt(1, 0), new Pt(1, 1)]),
  new Triangle([5, 0, 4], PURPLE, [new Vertex( 0,  1,  0), new Vertex( 0,  1,  0), new Vertex( 0,  1,  0)], wood_texture, [new Pt(0, 1), new Pt(1, 1), new Pt(0, 0)]),
  new Triangle([2, 6, 7], CYAN,   [new Vertex( 0, -1,  0), new Vertex( 0, -1,  0), new Vertex( 0, -1,  0)], wood_texture, [new Pt(0, 0), new Pt(1, 0), new Pt(1, 1)]),
  new Triangle([2, 7, 3], CYAN,   [new Vertex( 0, -1,  0), new Vertex( 0, -1,  0), new Vertex( 0, -1,  0)], wood_texture, [new Pt(0, 0), new Pt(1, 1), new Pt(0, 1)]),
];

const cube = new Model(vertices, triangles, new Vertex(0, 0, 0), Math.sqrt(3));
// ----------

const instances = [
  new Instance(cube, new Vertex(-1.5, 0, 7), Identity4x4, 0.75),
  new Instance(cube, new Vertex(1.25, 2.5, 7.5), MakeOYRotationMatrix(195)),
  new Instance(cube, new Vertex(1.75, 0, 5), MakeOYRotationMatrix(-30)),
];

const camera = new Camera(new Vertex(-3, 1, 2), MakeOYRotationMatrix(-30));

let s2 = 1.0 / Math.sqrt(2);
camera.clipping_planes = [
  new Plane(new Vertex(  0,   0,  1), -1), // Near
  new Plane(new Vertex( s2,   0, s2),  0), // Left
  new Plane(new Vertex(-s2,   0, s2),  0), // Right
  new Plane(new Vertex(  0, -s2, s2),  0), // Top
  new Plane(new Vertex(  0,  s2, s2),  0), // Bottom
];

const lights = [
  new Light(LT_AMBIENT, 0.2),
  new Light(LT_DIRECTIONAL, 0.2, Vertex(-1, 0, 1)),
  new Light(LT_POINT, 0.6, Vertex(-3, 2, -10))
];

function SetUsePerspectiveCorrectDepth(use_perspective_correct_depth) {
  UsePerspectiveCorrectDepth = use_perspective_correct_depth;
  Render();
}

function Render() {
  ClearAll();
  // This lets the browser clear the canvas before blocking to render the scene.
  setTimeout(function(){
    RenderScene(camera, instances, lights);
    UpdateCanvas();
  }, 0);
}

if (wood_texture.image.complete) {
  Render();
} else {
  wood_texture.image.addEventListener("load", Render);
}

</script>

代码实现2


<!--
!!html_title Texture filtering demo - Computer Graphics from scratch
-->

# Texture filtering demo

This work-in-progress demo implements [texture filtering](../14-textures.html#bilinear-filtering). Congratulations for finding it :)


<div class="centered">
<canvas id="canvas" width=600 height=600 style="border: 1px grey solid"></canvas>
<table class="cgfs-demo-controls">

<tr>
<td><b>Depth buffer values</b></td>
<td class="text-left">
<input type="radio" name="perspective-correct-depth" onClick="SetUsePerspectiveCorrectDepth(false)"><label for="pcd-off">Linear (z)</label><br>
<input type="radio" name="perspective-correct-depth" onClick="SetUsePerspectiveCorrectDepth(true)" checked><label for="pcd-on">Perspective-correct (1/z)</label>
</td>
</tr>

</table>
</div>

<script>

// ======================================================================
//  Low-level canvas access.
// ======================================================================

var canvas = document.getElementById("canvas");
var canvas_context = canvas.getContext("2d");
var canvas_buffer = canvas_context.getImageData(0, 0, canvas.width, canvas.height);
var canvas_pitch = canvas_buffer.width * 4;


// The PutPixel() function.
var PutPixel = function(x, y, color) {
  x = canvas.width/2 + (x | 0);
  y = canvas.height/2 - (y | 0) - 1;

  if (x < 0 || x >= canvas.width || y < 0 || y >= canvas.height) {
    return;
  }

  var 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.
var UpdateCanvas = function() {
  canvas_context.putImageData(canvas_buffer, 0, 0);
}


// ======================================================================
//  Depth buffer.
// ======================================================================
var depth_buffer = Array();
depth_buffer.length = canvas.width * canvas.height;

var UpdateDepthBufferIfCloser = function(x, y, inv_z) {
  x = canvas.width/2 + (x | 0);
  y = canvas.height/2 - (y | 0) - 1;

  if (x < 0 || x >= canvas.width || y < 0 || y >= canvas.height) {
    return false;
  }

  var offset = x + canvas.width*y;
  if (depth_buffer[offset] == undefined || depth_buffer[offset] < inv_z) {
    depth_buffer[offset] = inv_z;
    return true;
  }
  return false;
}

var ClearAll = function() {
  canvas.width = canvas.width;
  depth_buffer = Array();
  depth_buffer.length = canvas.width * canvas.height;
}


// ======================================================================
//  Data model.
// ======================================================================

// A Point.
var 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.
var 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 4D vertex (a 3D vertex in homogeneous coordinates).
var Vertex4 = function(arg1, y, z, w) {
  if (!(this instanceof Vertex4)) { return new Vertex4(arg1, y, z, w); }

  if (arg1 instanceof Vertex) {
    this.x = arg1.x;
    this.y = arg1.y;
    this.z = arg1.z;
    this.w = 1;
  } else if (arg1 instanceof Vertex4) {
    this.x = arg1.x;
    this.y = arg1.y;
    this.z = arg1.z;
    this.w = arg1.w;
  } else {
    this.x = arg1;
    this.y = y;
    this.z = z;
    this.w = w;
  }
}


// A 4x4 matrix.
var Mat4x4 = function(data) {
  if (!(this instanceof Mat4x4)) { return new Mat4x4(data); }

  this.data = data;
}


var Identity4x4 = Mat4x4([[1, 0, 0, 0], [0, 1, 0, 0], [0, 0, 1, 0], [0, 0, 0, 1]]);


// A Triangle.
var Triangle = function(indexes, color, normals, texture, uvs) {
  if (!(this instanceof Triangle)) { return new Triangle(indexes, color, normals, texture, uvs); }

  this.indexes = indexes;
  this.color = color;
  this.normals = normals;
  this.texture = texture;
  this.uvs = uvs;
}


// A Model.
var Model = function(vertices, triangles, bounds_center, bounds_radius) {
  if (!(this instanceof Model)) { return new Model(vertices, triangles, bounds_center, bounds_radius); }

  this.vertices = vertices;
  this.triangles = triangles;
  this.bounds_center = bounds_center;
  this.bounds_radius = bounds_radius;
}


// An Instance.
var Instance = function(model, position, orientation, scale) {
  if (!(this instanceof Instance)) { return new Instance(model, position, orientation, scale); }

  this.model = model;
  this.position = position;
  this.orientation = orientation || Identity4x4;
  this.scale = scale || 1.0;

  this.transform = MultiplyMM4(MakeTranslationMatrix(this.position), MultiplyMM4(this.orientation, MakeScalingMatrix(this.scale)));
}


// The Camera.
var Camera = function(position, orientation) {
  if (!(this instanceof Camera)) { return new Camera(position, orientation); }

  this.position = position;
  this.orientation = orientation;
  this.clipping_planes = [];
}


// A Clipping Plane.
var Plane = function(normal, distance) {
  if (!(this instanceof Plane)) { return new Plane(normal, distance); }

  this.normal = normal;
  this.distance = distance;
}


// A Light.
var LT_AMBIENT = 0;
var LT_POINT = 1;
var LT_DIRECTIONAL = 2;

var Light = function(type, intensity, vector) {
  if (!(this instanceof Light)) { return new Light(type, intensity, vector); }

  this.type = type;
  this.intensity = intensity;
  this.vector = vector;
}


// A Texture.
var Texture = function(url) {
  if (!(this instanceof Texture)) { return new Texture(url); }

  this.image = new Image();
  this.image.src = url;

  var texture = this;

  this.image.onload = function() {
    texture.iw = texture.image.width;
    texture.ih = texture.image.height;

    texture.canvas = document.createElement("canvas");
    texture.canvas.width = texture.iw;
    texture.canvas.height = texture.ih;
    var c2d = texture.canvas.getContext("2d");
    c2d.drawImage(texture.image, 0, 0, texture.iw, texture.ih);
    texture.pixel_data = c2d.getImageData(0, 0, texture.iw, texture.ih);
  }
}

GT_POINT = 0,
GT_BILINEAR = 1,

Texture.prototype.getTexel = function(u, v, filter) {
  if (filter == GT_POINT) {
    var iu = (u*this.iw) | 0;
    var iv = (v*this.ih) | 0;
    var offset = (iv*this.iw*4 + iu*4);

    return [
      this.pixel_data.data[offset + 0],
      this.pixel_data.data[offset + 1],
      this.pixel_data.data[offset + 2]
    ];
  }

  if (filter == GT_BILINEAR) {
    var u = u*this.iw - 0.5;
    var v = v*this.ih - 0.5;

    var iu = u | 0;
    var iv = v | 0;
    var ublend = u - iu;
    var vblend = v - iv;
    var uother = 1.0 - ublend;
    var vother = 1.0 - vblend;

    var offset00 = (iv*this.iw*4 + iu*4);
    var offset10 = offset00 + 4;
    var offset01 = offset00 + this.iw*4;
    var offset11 = offset01 + this.iw*4;

    var r = (this.pixel_data.data[offset00+0]*uother + this.pixel_data.data[offset10+0]*ublend) * vother +
            (this.pixel_data.data[offset01+0]*uother + this.pixel_data.data[offset11+0]*ublend) * vblend;

    return [r, r, r];
  }
}



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

// Computes k * vec.
var Multiply = function(k, vec) {
  return Vertex(k*vec.x, k*vec.y, k*vec.z);
}


// Computes dot product.
var Dot = function(v1, v2) {
  return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z;
}


// Computes cross product.
var Cross = function(v1, v2) {
  return Vertex(
    v1.y*v2.z - v1.z*v2.y,
    v1.z*v2.x - v1.x*v2.z,
    v1.x*v2.y - v1.y*v2.x);
}


// Computes v1 + v2.
var Add = function(v1, v2) {
  return Vertex(v1.x + v2.x, v1.y + v2.y, v1.z + v2.z);
}


// Computes vector magnitude.
var Magnitude = function(v1) {
  return Math.sqrt(Dot(v1, v1));
}

// Makes a transform matrix for a rotation around the OY axis.
var MakeOYRotationMatrix = function(degrees) {
  var cos = Math.cos(degrees*Math.PI/180.0);
  var sin = Math.sin(degrees*Math.PI/180.0);

  return Mat4x4([[cos, 0, -sin, 0],
                 [  0, 1,    0, 0],
                 [sin, 0,  cos, 0],
                 [  0, 0,    0, 1]])
}


// Makes a transform matrix for a translation.
var MakeTranslationMatrix = function(translation) {
  return Mat4x4([[1, 0, 0, translation.x],
                 [0, 1, 0, translation.y],
                 [0, 0, 1, translation.z],
                 [0, 0, 0,             1]]);
}


// Makes a transform matrix for a scaling.
var MakeScalingMatrix = function(scale) {
  return Mat4x4([[scale,     0,     0, 0],
                 [    0, scale,     0, 0],
                 [    0,     0, scale, 0],
                 [    0,     0,     0, 1]]);
}


// Multiplies a 4x4 matrix and a 4D vector.
var MultiplyMV = function(mat4x4, vec4) {
  var result = [0, 0, 0, 0];
  var vec = [vec4.x, vec4.y, vec4.z, vec4.w];

  for (var i = 0; i < 4; i++) {
    for (var j = 0; j < 4; j++) {
      result[i] += mat4x4.data[i][j]*vec[j];
    }
  }

  return Vertex4(result[0], result[1], result[2], result[3]);
}


// Multiplies two 4x4 matrices.
var MultiplyMM4 = function(matA, matB) {
  var result = Mat4x4([[0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0]]);

  for (var i = 0; i < 4; i++) {
    for (var j = 0; j < 4; j++) {
      for (var k = 0; k < 4; k++) {
        result.data[i][j] += matA.data[i][k]*matB.data[k][j];
      }
    }
  }

  return result;
}


// Transposes a 4x4 matrix.
var Transposed = function(mat) {
  var result = Mat4x4([[0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0], [0, 0, 0, 0]]);
  for (var i = 0; i < 4; i++) {
    for (var j = 0; j < 4; j++) {
      result.data[i][j] = mat.data[j][i];
    }
  }
  return result;
}


var Clamp = function(value) {
  if (value < 0) { return 0; }
  if (value > 255) { return 255; }
  return value;
}


// Adds two colors.
var AddColor = function(c1, c2) {
  return [Clamp(c1[0] + c2[0]), Clamp(c1[1] + c2[1]), Clamp(c1[2] + c2[2])];
}


var MultiplyColor = function(color, k) {
  return [Clamp(color[0]*k), Clamp(color[1]*k), Clamp(color[2]*k)];
}

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

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


var Interpolate = function(i0, d0, i1, d1) {
  if (i0 == i1) {
    return [d0];
  }

  var values = [];
  var a = (d1 - d0) / (i1 - i0);
  var d = d0;
  for (var i = i0; i <= i1; i++) {
    values.push(d);
    d += a;
  }

  return values;
}


var DrawLine = function(p0, p1, color) {
  var dx = p1.x - p0.x, 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) { var swap = p0; p0 = p1; p1 = swap; }

    // Compute the Y values and draw.
    var ys = Interpolate(p0.x, p0.y, p1.x, p1.y);
    for (var x = p0.x; x <= p1.x; x++) {
      PutPixel(x, ys[(x - p0.x) | 0], color);
    }
  } else {
    // The line is verical-ish. Make sure it's bottom to top.
    if (dy < 0) { var swap = p0; p0 = p1; p1 = swap; }

    // Compute the X values and draw.
    var xs = Interpolate(p0.y, p0.x, p1.y, p1.x);
    for (var y = p0.y; y <= p1.y; y++) {
      PutPixel(xs[(y - p0.y) | 0], y, color);
    }
  }
}


var DrawWireframeTriangle = function(p0, p1, p2, color) {
  DrawLine(p0, p1, color);
  DrawLine(p1, p2, color);
  DrawLine(p0, p2, color);
}


// Converts 2D viewport coordinates to 2D canvas coordinates.
var ViewportToCanvas = function(p2d) {
  return Pt((p2d.x * canvas.width / viewport_size) | 0,
         (p2d.y * canvas.height / viewport_size) | 0);
}


// Converts 2D canvas coordinates to 2D viewport coordinates.
var CanvasToViewport = function(p2d) {
  return Pt(
    (p2d.x * viewport_size / canvas.width),
    (p2d.y * viewport_size / canvas.height)
  );
}


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


var UnProjectVertex = function(x, y, inv_z) {
  var oz = 1.0 / inv_z;
  var ux = x*oz / projection_plane_z;
  var uy = y*oz / projection_plane_z;
  var p2d = CanvasToViewport(Pt(ux, uy));
  return Vertex(p2d.x, p2d.y, oz);
}


// Sort the points from bottom to top.
// Technically, sort the indexes to the vertex indexes in the triangle from bottom to top.
var SortedVertexIndexes = function(vertex_indexes, projected) {
  indexes = [0, 1, 2];

  if (projected[vertex_indexes[indexes[1]]].y < projected[vertex_indexes[indexes[0]]].y) { var swap = indexes[0]; indexes[0] = indexes[1]; indexes[1] = swap; }
  if (projected[vertex_indexes[indexes[2]]].y < projected[vertex_indexes[indexes[0]]].y) { var swap = indexes[0]; indexes[0] = indexes[2]; indexes[2] = swap; }
  if (projected[vertex_indexes[indexes[2]]].y < projected[vertex_indexes[indexes[1]]].y) { var swap = indexes[1]; indexes[1] = indexes[2]; indexes[2] = swap; }

  return indexes;
}


var ComputeTriangleNormal = function(v0, v1, v2) {
  var v0v1 = Add(v1, Multiply(-1, v0));
  var v0v2 = Add(v2, Multiply(-1, v0));
  return Cross(v0v1, v0v2);
}


var ComputeIllumination = function(vertex, normal, camera, lights) {
  var illumination = 0;
  for (var l = 0; l < lights.length; l++) {
    var light = lights[l];
    if (light.type == LT_AMBIENT) {
      illumination += light.intensity;
      continue;
    }

    var vl;
    if (light.type == LT_DIRECTIONAL) {
      var cameraMatrix = Transposed(camera.orientation);
      var rotated_light = MultiplyMV(cameraMatrix, Vertex4(light.vector));
      vl = rotated_light;
    } else if (light.type == LT_POINT) {
      var cameraMatrix = MultiplyMM4(Transposed(camera.orientation), MakeTranslationMatrix(Multiply(-1, camera.position)));
      var transformed_light = MultiplyMV(cameraMatrix, Vertex4(light.vector));
      vl = Add(transformed_light, Multiply(-1, vertex)); // light.vector - vertex
    }

    // Diffuse component.
    var cos_alpha = Dot(vl, normal) / (Magnitude(vl) * Magnitude(normal));
    if (cos_alpha > 0) {
      illumination += cos_alpha * light.intensity;
    }

    // Specular component.
    var reflected = Add(Multiply(2*Dot(normal, vl), normal), Multiply(-1, vl));
    var view = Add(camera.position, Multiply(-1, vertex));

    var cos_beta = Dot(reflected, view) / (Magnitude(reflected) * Magnitude(view));
    if (cos_beta > 0) {
      var specular = 50;
      illumination += Math.pow(cos_beta, specular) * light.intensity;
    }
  }
  return illumination;
}


var SM_FLAT = 0;
var SM_GOURAUD = 1;
var SM_PHONG = 2;

var ShadingModel = SM_PHONG;
var UseVertexNormals = true;
var UsePerspectiveCorrectDepth = true;


var EdgeInterpolate = function(y0, v0, y1, v1, y2, v2) {
  var v01 = Interpolate(y0, v0, y1, v1);
  var v12 = Interpolate(y1, v1, y2, v2);
  var v02 = Interpolate(y0, v0, y2, v2);
  v01.pop();
  var v012 = v01.concat(v12);
  return [v02, v012];
}


var RenderTriangle = function(triangle, vertices, projected, camera, lights, orientation) {
  // Compute triangle normal. Use the unsorted vertices, otherwise the winding of the points may change.
  var normal = ComputeTriangleNormal(vertices[triangle.indexes[0]], vertices[triangle.indexes[1]], vertices[triangle.indexes[2]]);

  // Backface culling.
  var vertex_to_camera = Multiply(-1, vertices[triangle.indexes[0]]);  // Should be Subtract(camera.position, vertices[triangle.indexes[0]])
  if (Dot(vertex_to_camera, normal) <= 0) {
    return;
  }

  // Sort by projected point Y.
  var indexes = SortedVertexIndexes(triangle.indexes, projected);
  var [i0, i1, i2] = indexes;
  var [v0, v1, v2] = [ vertices[triangle.indexes[i0]], vertices[triangle.indexes[i1]], vertices[triangle.indexes[i2]] ];

  // Get attribute values (X, 1/Z, U/Z, U/Z) at the vertices.
  var [p0, p1, p2] = [ projected[triangle.indexes[i0]], projected[triangle.indexes[i1]], projected[triangle.indexes[i2]] ];

  // Compute attribute values at the edges.
  var [x02, x012] = EdgeInterpolate(p0.y, p0.x, p1.y, p1.x, p2.y, p2.x);
  var [iz02, iz012] = EdgeInterpolate(p0.y, 1.0/v0.z, p1.y, 1.0/v1.z, p2.y, 1.0/v2.z);
  if (triangle.texture) {
    if (UsePerspectiveCorrectDepth) {
      var [uz02, uz012] = EdgeInterpolate(p0.y, triangle.uvs[i0].x / v0.z,
                                          p1.y, triangle.uvs[i1].x / v1.z,
                                          p2.y, triangle.uvs[i2].x / v2.z);
      var [vz02, vz012] = EdgeInterpolate(p0.y, triangle.uvs[i0].y / v0.z,
                                          p1.y, triangle.uvs[i1].y / v1.z,
                                          p2.y, triangle.uvs[i2].y / v2.z);
    } else {
      var [uz02, uz012] = EdgeInterpolate(p0.y, triangle.uvs[i0].x,
                                          p1.y, triangle.uvs[i1].x,
                                          p2.y, triangle.uvs[i2].x);
      var [vz02, vz012] = EdgeInterpolate(p0.y, triangle.uvs[i0].y,
                                          p1.y, triangle.uvs[i1].y,
                                          p2.y, triangle.uvs[i2].y);
    }
  }

  if (UseVertexNormals) {
    var transform = MultiplyMM4(Transposed(camera.orientation), orientation);
    var normal0 = MultiplyMV(transform, Vertex4(triangle.normals[i0]));
    var normal1 = MultiplyMV(transform, Vertex4(triangle.normals[i1]));
    var normal2 = MultiplyMV(transform, Vertex4(triangle.normals[i2]));
  } else {
    var normal0 = normal;
    var normal1 = normal;
    var normal2 = normal;
  }

  if (ShadingModel == SM_FLAT) {
    // Flat shading: compute lighting for the entire triangle.
    var center = Vertex((v0.x + v1.x + v2.x)/3.0, (v0.y + v1.y + v2.y)/3.0, (v0.z + v1.z + v2.z)/3.0);
    var intensity = ComputeIllumination(center, normal0, camera, lights);
  } else if (ShadingModel == SM_GOURAUD) {
    // Gouraud shading: compute lighting at the vertices, and interpolate.
    var i0 = ComputeIllumination(v0, normal0, camera, lights);
    var i1 = ComputeIllumination(v1, normal1, camera, lights);
    var i2 = ComputeIllumination(v2, normal2, camera, lights);
    var [i02, i012] = EdgeInterpolate(p0.y, i0, p1.y, i1, p2.y, i2);
  } else if (ShadingModel == SM_PHONG) {
    // Phong shading: interpolate normal vectors.
    var [nx02, nx012] = EdgeInterpolate(p0.y, normal0.x, p1.y, normal1.x, p2.y, normal2.x);
    var [ny02, ny012] = EdgeInterpolate(p0.y, normal0.y, p1.y, normal1.y, p2.y, normal2.y);
    var [nz02, nz012] = EdgeInterpolate(p0.y, normal0.z, p1.y, normal1.z, p2.y, normal2.z);
  }


  // Determine which is left and which is right.
  var m = (x02.length/2) | 0;
  if (x02[m] < x012[m]) {
    var [x_left, x_right] = [x02, x012];
    var [iz_left, iz_right] = [iz02, iz012];
    var [i_left, i_right] = [i02, i012];

    var [nx_left, nx_right] = [nx02, nx012];
    var [ny_left, ny_right] = [ny02, ny012];
    var [nz_left, nz_right] = [nz02, nz012];

    var [uz_left, uz_right] = [uz02, uz012];
    var [vz_left, vz_right] = [vz02, vz012];
  } else {
    var [x_left, x_right] = [x012, x02];
    var [iz_left, iz_right] = [iz012, iz02];
    var [i_left, i_right] = [i012, i02];

    var [nx_left, nx_right] = [nx012, nx02];
    var [ny_left, ny_right] = [ny012, ny02];
    var [nz_left, nz_right] = [nz012, nz02];

    var [uz_left, uz_right] = [uz012, uz02];
    var [vz_left, vz_right] = [vz012, vz02];
  }


  // Draw horizontal segments.
  for (var y = p0.y; y <= p2.y; y++) {
    var [xl, xr] = [x_left[y - p0.y] | 0, x_right[y - p0.y] | 0];

    // Interpolate attributes for this scanline.
    var [zl, zr] = [iz_left[y - p0.y], iz_right[y - p0.y]];
    var zscan = Interpolate(xl, zl, xr, zr);

    if (ShadingModel == SM_GOURAUD) {
      var [il, ir] = [i_left[y - p0.y], i_right[y - p0.y]];
      var iscan = Interpolate(xl, il, xr, ir);
    } else if (ShadingModel == SM_PHONG) {
      var [nxl, nxr] = [nx_left[y - p0.y], nx_right[y - p0.y]];
      var [nyl, nyr] = [ny_left[y - p0.y], ny_right[y - p0.y]];
      var [nzl, nzr] = [nz_left[y - p0.y], nz_right[y - p0.y]];

      var nxscan = Interpolate(xl, nxl, xr, nxr);
      var nyscan = Interpolate(xl, nyl, xr, nyr);
      var nzscan = Interpolate(xl, nzl, xr, nzr);
    }

    if (triangle.texture) {
      var uzscan = Interpolate(xl, uz_left[y - p0.y], xr, uz_right[y - p0.y]);
      var vzscan = Interpolate(xl, vz_left[y - p0.y], xr, vz_right[y - p0.y]);
    }

    for (var x = xl; x <= xr; x++) {
      var inv_z = zscan[x - xl];
      if (UpdateDepthBufferIfCloser(x, y, inv_z)) {

        if (ShadingModel == SM_FLAT) {
          // Just use the per-triangle intensity.
        } else if (ShadingModel == SM_GOURAUD) {
          intensity = iscan[x-xl];
        } else if (ShadingModel == SM_PHONG) {
          var vertex = UnProjectVertex(x, y, inv_z);
          var normal = Vertex(nxscan[x - xl], nyscan[x - xl], nzscan[x - xl]);
          var intensity = ComputeIllumination(vertex, normal, camera, lights);
        }

        if (triangle.texture) {
          if (UsePerspectiveCorrectDepth) {
            var u = uzscan[x - xl] / zscan[x - xl];
            var v = vzscan[x - xl] / zscan[x - xl];
          } else {
            var u = uzscan[x - xl];
            var v = vzscan[x - xl];
          }
          color = triangle.texture.getTexel(u, v, GT_BILINEAR);
        } else {
          color = triangle.color;
        }

        PutPixel(x, y, MultiplyColor(color, intensity));
      }
    }
  }
}


// Clips a triangle against a plane. Adds output to triangles and vertices.
var ClipTriangle = function(triangle, plane, triangles, vertices) {
  var v0 = vertices[triangle.indexes[0]];
  var v1 = vertices[triangle.indexes[1]];
  var v2 = vertices[triangle.indexes[2]];

  var in0 = Dot(plane.normal, v0) + plane.distance > 0;
  var in1 = Dot(plane.normal, v1) + plane.distance > 0;
  var in2 = Dot(plane.normal, v2) + plane.distance > 0;

  var in_count = in0 + in1 + in2;
  if (in_count == 0) {
    // Nothing to do - the triangle is fully clipped out.
  } else if (in_count == 3) {
    // The triangle is fully in front of the plane.
    triangles.push(triangle);
  } else if (in_count == 1) {
    // The triangle has one vertex in. Output is one clipped triangle.
  } else if (in_count == 2) {
    // The triangle has two vertices in. Output is two clipped triangles.
  }
}


var TransformAndClip = function(clipping_planes, model, scale, transform) {
  // Transform the bounding sphere, and attempt early discard.
  center = MultiplyMV(transform, Vertex4(model.bounds_center));
  var radius = model.bounds_radius*scale;
  for (var p = 0; p < clipping_planes.length; p++) {
    var distance = Dot(clipping_planes[p].normal, center) + clipping_planes[p].distance;
    if (distance < -radius) {
      return null;
    }
  }

  // Apply modelview transform.
  var vertices = [];
  for (var i = 0; i < model.vertices.length; i++) {
    vertices.push(MultiplyMV(transform, Vertex4(model.vertices[i])));
  }

  // Clip the entire model against each successive plane.
  var triangles = model.triangles.slice();
  for (var p = 0; p < clipping_planes.length; p++) {
    new_triangles = []
    for (var i = 0; i < triangles.length; i++) {
      ClipTriangle(triangles[i], clipping_planes[p], new_triangles, vertices);
    }
    triangles = new_triangles;
  }

  return Model(vertices, triangles, center, model.bounds_radius);
}


var RenderModel = function(model, camera, lights, orientation) {
  var projected = [];
  for (var i = 0; i < model.vertices.length; i++) {
    projected.push(ProjectVertex(Vertex4(model.vertices[i])));
  }
  for (var i = 0; i < model.triangles.length; i++) {
    RenderTriangle(model.triangles[i], model.vertices, projected, camera, lights, orientation);
  }
}


var RenderScene = function(camera, instances, lights) {
  var cameraMatrix = MultiplyMM4(Transposed(camera.orientation), MakeTranslationMatrix(Multiply(-1, camera.position)));

  for (var i = 0; i < instances.length; i++) {
    var transform = MultiplyMM4(cameraMatrix, instances[i].transform);
    var clipped = TransformAndClip(camera.clipping_planes, instances[i].model, instances[i].scale, transform);
    if (clipped != null) {
      RenderModel(clipped, camera, lights, instances[i].orientation);
    }
  }
}


// ----- Sphere model generator -----
var GenerateSphere = function(divs, color) {
  var vertices = [];
  var triangles = [];

  var delta_angle = 2.0*Math.PI / divs;

  // Generate vertices and normals.
  for (var d = 0; d < divs + 1; d++) {
    var y = (2.0 / divs) * (d - divs/2);
    var radius = Math.sqrt(1.0 - y*y);
    for (var i = 0; i < divs; i++) {
      var vertex = Vertex(radius*Math.cos(i*delta_angle), y, radius*Math.sin(i*delta_angle));
      vertices.push(vertex);
    }
  }

  // Generate triangles.
  for (var d = 0; d < divs; d++) {
    for (var i = 0; i < divs - 1; i++) {
      var i0 = d*divs + i;
      triangles.push(Triangle([i0, i0+divs+1, i0+1], color, [vertices[i0], vertices[i0+divs+1], vertices[i0+1]]));
      triangles.push(Triangle([i0, i0+divs, i0+divs+1], color, [vertices[i0], vertices[i0+divs], vertices[i0+divs+1]]));
    }
  }

  return Model(vertices, triangles, Vertex(0, 0, 0), 1.0);
}


// ----- Cube model -----
var vertices = [
  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)
];

var RED = [255, 0, 0];
var GREEN = [0, 255, 0];
var BLUE = [0, 0, 255];
var YELLOW = [255, 255, 0];
var PURPLE = [255, 0, 255];
var CYAN = [0, 255, 255];

var checkerboard_texture = Texture("./checkerboard.png");

var triangles = [
  Triangle([0, 1, 2], RED,    [Vertex( 0,  0,  1), Vertex( 0,  0,  1), Vertex( 0,  0,  1)], checkerboard_texture, [Pt(0, 0), Pt(1, 0), Pt(1, 1)]),
  Triangle([0, 2, 3], RED,    [Vertex( 0,  0,  1), Vertex( 0,  0,  1), Vertex( 0,  0,  1)], checkerboard_texture, [Pt(0, 0), Pt(1, 1), Pt(0, 1)]),
  Triangle([4, 0, 3], GREEN,  [Vertex( 1,  0,  0), Vertex( 1,  0,  0), Vertex( 1,  0,  0)], checkerboard_texture, [Pt(0, 0), Pt(1, 0), Pt(1, 1)]),
  Triangle([4, 3, 7], GREEN,  [Vertex( 1,  0,  0), Vertex( 1,  0,  0), Vertex( 1,  0,  0)], checkerboard_texture, [Pt(0, 0), Pt(1, 1), Pt(0, 1)]),
  Triangle([5, 4, 7], BLUE,   [Vertex( 0,  0, -1), Vertex( 0,  0, -1), Vertex( 0,  0, -1)], checkerboard_texture, [Pt(0, 0), Pt(1, 0), Pt(1, 1)]),
  Triangle([5, 7, 6], BLUE,   [Vertex( 0,  0, -1), Vertex( 0,  0, -1), Vertex( 0,  0, -1)], checkerboard_texture, [Pt(0, 0), Pt(1, 1), Pt(0, 1)]),
  Triangle([1, 5, 6], YELLOW, [Vertex(-1,  0,  0), Vertex(-1,  0,  0), Vertex(-1,  0,  0)], checkerboard_texture, [Pt(0, 0), Pt(1, 0), Pt(1, 1)]),
  Triangle([1, 6, 2], YELLOW, [Vertex(-1,  0,  0), Vertex(-1,  0,  0), Vertex(-1,  0,  0)], checkerboard_texture, [Pt(0, 0), Pt(1, 1), Pt(0, 1)]),
  Triangle([1, 0, 5], PURPLE, [Vertex( 0,  1,  0), Vertex( 0,  1,  0), Vertex( 0,  1,  0)], checkerboard_texture, [Pt(0, 0), Pt(1, 0), Pt(1, 1)]),
  Triangle([5, 0, 4], PURPLE, [Vertex( 0,  1,  0), Vertex( 0,  1,  0), Vertex( 0,  1,  0)], checkerboard_texture, [Pt(0, 1), Pt(1, 1), Pt(0, 0)]),
  Triangle([2, 6, 7], CYAN,   [Vertex( 0, -1,  0), Vertex( 0, -1,  0), Vertex( 0, -1,  0)], checkerboard_texture, [Pt(0, 0), Pt(1, 0), Pt(1, 1)]),
  Triangle([2, 7, 3], CYAN,   [Vertex( 0, -1,  0), Vertex( 0, -1,  0), Vertex( 0, -1,  0)], checkerboard_texture, [Pt(0, 0), Pt(1, 1), Pt(0, 1)]),
];

var cube = Model(vertices, triangles, Vertex(0, 0, 0), Math.sqrt(3));
// ----------

var sphere = GenerateSphere(15, GREEN);

var instances = [Instance(cube, Vertex(-1, 0, 3), MakeOYRotationMatrix(-15)),
                Instance(cube, Vertex(5.5, 5, 20), MakeOYRotationMatrix(45)),
];

var camera = Camera(Vertex(0, 0, 0), MakeOYRotationMatrix(0));

var s2 = 1.0 / Math.sqrt(2);
camera.clipping_planes = [
  Plane(Vertex(  0,   0,  1), -1), // Near
  Plane(Vertex( s2,   0, s2),  0), // Left
  Plane(Vertex(-s2,   0, s2),  0), // Right
  Plane(Vertex(  0, -s2, s2),  0), // Top
  Plane(Vertex(  0,  s2, s2),  0), // Bottom
];

lights = [
  Light(LT_AMBIENT, 0.2),
  Light(LT_DIRECTIONAL, 0.2, Vertex(-1, 0, 1)),
  Light(LT_POINT, 0.6, Vertex(-3, 2, -10))
];

var SetUsePerspectiveCorrectDepth = function(use_perspective_correct_depth) {
  UsePerspectiveCorrectDepth = use_perspective_correct_depth;
  Render();
}

function Render() {
  ClearAll();
  // This lets the browser clear the canvas before blocking to render the scene.
  setTimeout(function(){
    RenderScene(camera, instances, lights);
    UpdateCanvas();
  }, 0);
}

if (checkerboard_texture.image.complete) {
  Render();
} else {
  checkerboard_texture.image.addEventListener("load", Render);
}

</script>