| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287 | /** * RaytracingRenderer renders by raytracing it's scene. However, it does not * compute the pixels itself but it hands off and coordinates the tasks for workers. * The workers compute the pixel values and this renderer simply paints it to the Canvas. * * @author zz85 / http://github.com/zz85 */THREE.RaytracingRenderer = function ( parameters ) {	console.log( 'THREE.RaytracingRenderer', THREE.REVISION );	parameters = parameters || {};	var scope = this;	var pool = [];	var renderering = false;	var canvas = document.createElement( 'canvas' );	var context = canvas.getContext( '2d', {		alpha: parameters.alpha === true	} );	var canvasWidth, canvasHeight;	var clearColor = new THREE.Color( 0x000000 );	this.domElement = canvas;	this.autoClear = true;	var workers = parameters.workers;	var blockSize = parameters.blockSize || 64;	this.randomize = parameters.randomize;	var toRender = [], workerId = 0, sceneId = 0;	console.log( '%cSpinning off ' + workers + ' Workers ', 'font-size: 20px; background: black; color: white; font-family: monospace;' );	this.setWorkers = function ( w ) {		workers = w || navigator.hardwareConcurrency || 4;		while ( pool.length < workers ) {			var worker = new Worker( parameters.workerPath );			worker.id = workerId ++;			worker.onmessage = function ( e ) {				var data = e.data;				if ( ! data ) return;				if ( data.blockSize && sceneId == data.sceneId ) { // we match sceneId here to be sure					var imagedata = new ImageData( new Uint8ClampedArray( data.data ), data.blockSize, data.blockSize );					context.putImageData( imagedata, data.blockX, data.blockY );					// completed					console.log( 'Worker ' + this.id, data.time / 1000, ( Date.now() - reallyThen ) / 1000 + ' s' );					if ( pool.length > workers ) {						pool.splice( pool.indexOf( this ), 1 );						return this.terminate();					}					renderNext( this );				}			};			worker.color = new THREE.Color().setHSL( Math.random(), 0.8, 0.8 ).getHexString();			pool.push( worker );			updateSettings( worker );			if ( renderering ) {				worker.postMessage( {					scene: sceneJSON,					camera: cameraJSON,					annex: materials,					sceneId: sceneId				} );				renderNext( worker );			}		}		if ( ! renderering ) {			while ( pool.length > workers ) {				pool.pop().terminate();			}		}	};	this.setWorkers( workers );	this.setClearColor = function ( color /*, alpha */ ) {		clearColor.set( color );	};	this.setPixelRatio = function () {};	this.setSize = function ( width, height ) {		canvas.width = width;		canvas.height = height;		canvasWidth = canvas.width;		canvasHeight = canvas.height;		context.fillStyle = 'white';		pool.forEach( updateSettings );	};	this.setSize( canvas.width, canvas.height );	this.clear = function () {	};	//	var totalBlocks, xblocks, yblocks;	function updateSettings( worker ) {		worker.postMessage( {			init: [ canvasWidth, canvasHeight ],			worker: worker.id,			// workers: pool.length,			blockSize: blockSize		} );	}	function renderNext( worker ) {		if ( ! toRender.length ) {			renderering = false;			return scope.dispatchEvent( { type: "complete" } );		}		var current = toRender.pop();		var blockX = ( current % xblocks ) * blockSize;		var blockY = ( current / xblocks | 0 ) * blockSize;		worker.postMessage( {			render: true,			x: blockX,			y: blockY,			sceneId: sceneId		} );		context.fillStyle = '#' + worker.color;		context.fillRect( blockX, blockY, blockSize, blockSize );	}	var materials = {};	var sceneJSON, cameraJSON, reallyThen;	// additional properties that were not serialize automatically	var _annex = {		mirror: 1,		reflectivity: 1,		refractionRatio: 1,		glass: 1	};	function serializeObject( o ) {		var mat = o.material;		if ( ! mat || mat.uuid in materials ) return;		var props = {};		for ( var m in _annex ) {			if ( mat[ m ] !== undefined ) {				props[ m ] = mat[ m ];			}		}		materials[ mat.uuid ] = props;	}	this.render = function ( scene, camera ) {		renderering = true;		// update scene graph		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();		// update camera matrices		if ( camera.parent === null ) camera.updateMatrixWorld();		sceneJSON = scene.toJSON();		cameraJSON = camera.toJSON();		++ sceneId;		scene.traverse( serializeObject );		pool.forEach( function ( worker ) {			worker.postMessage( {				scene: sceneJSON,				camera: cameraJSON,				annex: materials,				sceneId: sceneId			} );		} );		context.clearRect( 0, 0, canvasWidth, canvasHeight );		reallyThen = Date.now();		xblocks = Math.ceil( canvasWidth / blockSize );		yblocks = Math.ceil( canvasHeight / blockSize );		totalBlocks = xblocks * yblocks;		toRender = [];		for ( var i = 0; i < totalBlocks; i ++ ) {			toRender.push( i );		}		// Randomize painting :)		if ( scope.randomize ) {			for ( var i = 0; i < totalBlocks; i ++ ) {				var swap = Math.random() * totalBlocks | 0;				var tmp = toRender[ swap ];				toRender[ swap ] = toRender[ i ];				toRender[ i ] = tmp;			}		}		pool.forEach( renderNext );	};};Object.assign( THREE.RaytracingRenderer.prototype, THREE.EventDispatcher.prototype );
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