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							- /**
 
-  * 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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