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@@ -1,6 +1,9 @@
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/**
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- * @author mrdoob / http://mrdoob.com/
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- * @author alteredq / http://alteredqualia.com/
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+ * RaytracingRenderer renders by raytracing it's scene. However, it does not
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+ * compute the pixels itself but it hands off and coordinates the taks for workers.
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+ * The workers compute the pixel values and this renderer simply paints it to the Canvas.
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+ *
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+ * @author zz85 / http://github.com/zz85
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*/
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THREE.RaytracingRenderer = function ( parameters ) {
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@@ -10,6 +13,8 @@ THREE.RaytracingRenderer = function ( parameters ) {
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parameters = parameters || {};
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var scope = this;
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+ var pool = [];
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+ var renderering = false;
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var canvas = document.createElement( 'canvas' );
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var context = canvas.getContext( '2d', {
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@@ -23,469 +28,198 @@ THREE.RaytracingRenderer = function ( parameters ) {
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var clearColor = new THREE.Color( 0x000000 );
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- var origin = new THREE.Vector3();
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- var direction = new THREE.Vector3();
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-
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- var cameraPosition = new THREE.Vector3();
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-
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- var raycaster = new THREE.Raycaster( origin, direction );
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- var raycasterLight = new THREE.Raycaster();
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-
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- var perspective;
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- var modelViewMatrix = new THREE.Matrix4();
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- var cameraNormalMatrix = new THREE.Matrix3();
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-
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- var objects;
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- var lights = [];
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- var cache = {};
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-
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- var animationFrameId = null;
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-
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this.domElement = canvas;
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this.autoClear = true;
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- this.setClearColor = function ( color, alpha ) {
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-
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- clearColor.set( color );
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-
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- };
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-
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- this.setPixelRatio = function () {};
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-
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- this.setSize = function ( width, height ) {
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-
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- canvas.width = width;
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- canvas.height = height;
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-
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- canvasWidth = canvas.width;
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- canvasHeight = canvas.height;
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-
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- canvasWidthHalf = Math.floor( canvasWidth / 2 );
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- canvasHeightHalf = Math.floor( canvasHeight / 2 );
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-
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- context.fillStyle = 'white';
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-
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- };
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-
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- this.setSize( canvas.width, canvas.height );
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-
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- this.clear = function () {
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-
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- };
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-
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- //
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-
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- var spawnRay = ( function () {
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-
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- var diffuseColor = new THREE.Color();
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- var specularColor = new THREE.Color();
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- var lightColor = new THREE.Color();
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- var schlick = new THREE.Color();
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-
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- var lightContribution = new THREE.Color();
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-
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- var eyeVector = new THREE.Vector3();
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- var lightVector = new THREE.Vector3();
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- var normalVector = new THREE.Vector3();
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- var halfVector = new THREE.Vector3();
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-
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- var localPoint = new THREE.Vector3();
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- var reflectionVector = new THREE.Vector3();
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-
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- var tmpVec = new THREE.Vector3();
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-
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- var tmpColor = [];
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-
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- for ( var i = 0; i < maxRecursionDepth; i ++ ) {
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-
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- tmpColor[ i ] = new THREE.Color();
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-
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- }
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-
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- return function spawnRay( rayOrigin, rayDirection, outputColor, recursionDepth ) {
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-
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- var ray = raycaster.ray;
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-
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- ray.origin = rayOrigin;
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- ray.direction = rayDirection;
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-
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- //
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-
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- var rayLight = raycasterLight.ray;
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-
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- //
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-
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- outputColor.setRGB( 0, 0, 0 );
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-
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- //
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-
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- var intersections = raycaster.intersectObjects( objects, true );
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-
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- // ray didn't find anything
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- // (here should come setting of background color?)
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-
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- if ( intersections.length === 0 ) {
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-
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- return;
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-
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- }
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-
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- // ray hit
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-
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- var intersection = intersections[ 0 ];
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-
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- var point = intersection.point;
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- var object = intersection.object;
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- var material = object.material;
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- var face = intersection.face;
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-
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- var vertices = object.geometry.vertices;
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-
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- //
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-
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- var _object = cache[ object.id ];
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-
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- localPoint.copy( point ).applyMatrix4( _object.inverseMatrix );
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- eyeVector.subVectors( raycaster.ray.origin, point ).normalize();
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-
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- // resolve pixel diffuse color
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-
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- if ( material instanceof THREE.MeshLambertMaterial ||
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- material instanceof THREE.MeshPhongMaterial ||
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- material instanceof THREE.MeshBasicMaterial ) {
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-
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- diffuseColor.copyGammaToLinear( material.color );
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-
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- } else {
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-
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- diffuseColor.setRGB( 1, 1, 1 );
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-
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- }
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-
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- if ( material.vertexColors === THREE.FaceColors ) {
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-
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- diffuseColor.multiply( face.color );
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-
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- }
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-
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- // compute light shading
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-
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- rayLight.origin.copy( point );
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-
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- if ( material instanceof THREE.MeshBasicMaterial ) {
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-
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- for ( var i = 0, l = lights.length; i < l; i ++ ) {
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-
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- var light = lights[ i ];
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-
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- lightVector.setFromMatrixPosition( light.matrixWorld );
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- lightVector.sub( point );
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-
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- rayLight.direction.copy( lightVector ).normalize();
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-
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- var intersections = raycasterLight.intersectObjects( objects, true );
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-
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- // point in shadow
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-
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- if ( intersections.length > 0 ) continue;
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-
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- // point visible
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-
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- outputColor.add( diffuseColor );
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-
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- }
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-
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- } else if ( material instanceof THREE.MeshLambertMaterial ||
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- material instanceof THREE.MeshPhongMaterial ) {
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-
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- var normalComputed = false;
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-
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- for ( var i = 0, l = lights.length; i < l; i ++ ) {
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-
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- var light = lights[ i ];
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-
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- lightColor.copyGammaToLinear( light.color );
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+ var workers = parameters.workers;
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+ var blockSize = parameters.blockSize || 64;
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+ var toRender = [], workerId = 0, sceneId = 0;
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- lightVector.setFromMatrixPosition( light.matrixWorld );
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- lightVector.sub( point );
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+ console.log( '%cSpinning off ' + workers + ' Workers ', 'font-size: 20px; background: black; color: white; font-family: monospace;' );
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- rayLight.direction.copy( lightVector ).normalize();
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+ this.setWorkers = function( w ) {
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- var intersections = raycasterLight.intersectObjects( objects, true );
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+ workers = w || navigator.hardwareConcurrency || 4;
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- // point in shadow
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+ while ( pool.length < workers ) {
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+ var worker = new Worker( parameters.workerPath );
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+ worker.id = workerId++;
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- if ( intersections.length > 0 ) continue;
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+ worker.onmessage = function( e ) {
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- // point lit
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+ var data = e.data;
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- if ( normalComputed === false ) {
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+ if ( ! data ) return;
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- // the same normal can be reused for all lights
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- // (should be possible to cache even more)
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+ if ( data.blockSize && sceneId == data.sceneId ) { // we match sceneId here to be sure
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- computePixelNormal( normalVector, localPoint, material.shading, face, vertices );
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- normalVector.applyMatrix3( _object.normalMatrix ).normalize();
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+ var imagedata = new ImageData( new Uint8ClampedArray( data.data ), data.blockSize, data.blockSize );
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+ context.putImageData( imagedata, data.blockX, data.blockY );
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- normalComputed = true;
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+ // completed
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- }
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-
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- // compute attenuation
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-
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- var attenuation = 1.0;
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+ console.log( 'Worker ' + this.id, data.time / 1000, ( Date.now() - reallyThen ) / 1000 + ' s' );
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- if ( light.physicalAttenuation === true ) {
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+ if ( pool.length > workers ) {
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- attenuation = lightVector.length();
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- attenuation = 1.0 / ( attenuation * attenuation );
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+ pool.splice( pool.indexOf( this ), 1 );
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+ return this.terminate();
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}
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- lightVector.normalize();
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-
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- // compute diffuse
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-
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- var dot = Math.max( normalVector.dot( lightVector ), 0 );
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- var diffuseIntensity = dot * light.intensity;
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-
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- lightContribution.copy( diffuseColor );
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- lightContribution.multiply( lightColor );
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- lightContribution.multiplyScalar( diffuseIntensity * attenuation );
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-
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- outputColor.add( lightContribution );
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-
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- // compute specular
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-
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- if ( material instanceof THREE.MeshPhongMaterial ) {
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-
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- halfVector.addVectors( lightVector, eyeVector ).normalize();
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-
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- var dotNormalHalf = Math.max( normalVector.dot( halfVector ), 0.0 );
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- var specularIntensity = Math.max( Math.pow( dotNormalHalf, material.shininess ), 0.0 ) * diffuseIntensity;
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-
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- var specularNormalization = ( material.shininess + 2.0 ) / 8.0;
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-
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- specularColor.copyGammaToLinear( material.specular );
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-
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- var alpha = Math.pow( Math.max( 1.0 - lightVector.dot( halfVector ), 0.0 ), 5.0 );
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-
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- schlick.r = specularColor.r + ( 1.0 - specularColor.r ) * alpha;
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- schlick.g = specularColor.g + ( 1.0 - specularColor.g ) * alpha;
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- schlick.b = specularColor.b + ( 1.0 - specularColor.b ) * alpha;
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-
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- lightContribution.copy( schlick );
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-
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- lightContribution.multiply( lightColor );
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- lightContribution.multiplyScalar( specularNormalization * specularIntensity * attenuation );
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- outputColor.add( lightContribution );
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-
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- }
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+ renderNext( this );
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}
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}
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- // reflection / refraction
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-
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- var reflectivity = material.reflectivity;
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-
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- if ( ( material.mirror || material.glass ) && reflectivity > 0 && recursionDepth < maxRecursionDepth ) {
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-
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- if ( material.mirror ) {
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-
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- reflectionVector.copy( rayDirection );
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- reflectionVector.reflect( normalVector );
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-
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- } else if ( material.glass ) {
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-
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- var eta = material.refractionRatio;
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-
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- var dotNI = rayDirection.dot( normalVector );
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- var k = 1.0 - eta * eta * ( 1.0 - dotNI * dotNI );
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-
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- if ( k < 0.0 ) {
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-
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- reflectionVector.set( 0, 0, 0 );
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-
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- } else {
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+ worker.color = new THREE.Color().setHSL( Math.random() , 0.8, 0.8 ).getHexString();
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+ pool.push( worker );
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- reflectionVector.copy( rayDirection );
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- reflectionVector.multiplyScalar( eta );
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+ if ( renderering ) {
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- var alpha = eta * dotNI + Math.sqrt( k );
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- tmpVec.copy( normalVector );
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- tmpVec.multiplyScalar( alpha );
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- reflectionVector.sub( tmpVec );
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+ updateSettings( worker );
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- }
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-
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- }
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-
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- var theta = Math.max( eyeVector.dot( normalVector ), 0.0 );
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- var rf0 = reflectivity;
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- var fresnel = rf0 + ( 1.0 - rf0 ) * Math.pow( ( 1.0 - theta ), 5.0 );
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-
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- var weight = fresnel;
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-
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- var zColor = tmpColor[ recursionDepth ];
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-
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- spawnRay( point, reflectionVector, zColor, recursionDepth + 1 );
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-
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- if ( material.specular !== undefined ) {
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-
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- zColor.multiply( material.specular );
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-
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- }
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+ worker.postMessage( {
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+ scene: sceneJSON,
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+ camera: cameraJSON,
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+ annex: materials,
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+ sceneId: sceneId
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+ } );
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- zColor.multiplyScalar( weight );
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- outputColor.multiplyScalar( 1 - weight );
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- outputColor.add( zColor );
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+ renderNext( worker );
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}
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- };
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-
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- }() );
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+ }
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- var computePixelNormal = ( function () {
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+ if ( ! renderering ) {
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- var tmpVec1 = new THREE.Vector3();
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- var tmpVec2 = new THREE.Vector3();
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- var tmpVec3 = new THREE.Vector3();
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+ while ( pool.length > workers ) {
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- return function computePixelNormal( outputVector, point, shading, face, vertices ) {
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+ pool.pop().terminate();
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- var faceNormal = face.normal;
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- var vertexNormals = face.vertexNormals;
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+ }
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- if ( shading === THREE.FlatShading ) {
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+ }
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- outputVector.copy( faceNormal );
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+ };
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- } else if ( shading === THREE.SmoothShading ) {
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+ this.setWorkers( workers );
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- // compute barycentric coordinates
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+ this.setClearColor = function ( color, alpha ) {
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- var vA = vertices[ face.a ];
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- var vB = vertices[ face.b ];
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- var vC = vertices[ face.c ];
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+ clearColor.set( color );
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- tmpVec3.crossVectors( tmpVec1.subVectors( vB, vA ), tmpVec2.subVectors( vC, vA ) );
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- var areaABC = faceNormal.dot( tmpVec3 );
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+ };
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- tmpVec3.crossVectors( tmpVec1.subVectors( vB, point ), tmpVec2.subVectors( vC, point ) );
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- var areaPBC = faceNormal.dot( tmpVec3 );
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- var a = areaPBC / areaABC;
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+ this.setPixelRatio = function () {};
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- tmpVec3.crossVectors( tmpVec1.subVectors( vC, point ), tmpVec2.subVectors( vA, point ) );
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- var areaPCA = faceNormal.dot( tmpVec3 );
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- var b = areaPCA / areaABC;
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+ this.setSize = function ( width, height ) {
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- var c = 1.0 - a - b;
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+ canvas.width = width;
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+ canvas.height = height;
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- // compute interpolated vertex normal
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+ canvasWidth = canvas.width;
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+ canvasHeight = canvas.height;
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- tmpVec1.copy( vertexNormals[ 0 ] );
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- tmpVec1.multiplyScalar( a );
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+ canvasWidthHalf = Math.floor( canvasWidth / 2 );
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+ canvasHeightHalf = Math.floor( canvasHeight / 2 );
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- tmpVec2.copy( vertexNormals[ 1 ] );
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- tmpVec2.multiplyScalar( b );
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+ context.fillStyle = 'white';
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- tmpVec3.copy( vertexNormals[ 2 ] );
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- tmpVec3.multiplyScalar( c );
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+ pool.forEach( updateSettings );
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- outputVector.addVectors( tmpVec1, tmpVec2 );
|
|
|
- outputVector.add( tmpVec3 );
|
|
|
+ };
|
|
|
|
|
|
- }
|
|
|
+ this.setSize( canvas.width, canvas.height );
|
|
|
|
|
|
- };
|
|
|
+ this.clear = function () {
|
|
|
|
|
|
- }() );
|
|
|
+ };
|
|
|
|
|
|
- var renderBlock = ( function () {
|
|
|
+ //
|
|
|
|
|
|
- var blockSize = 64;
|
|
|
+ var totalBlocks, xblocks, yblocks;
|
|
|
|
|
|
- var canvasBlock = document.createElement( 'canvas' );
|
|
|
- canvasBlock.width = blockSize;
|
|
|
- canvasBlock.height = blockSize;
|
|
|
+ function updateSettings( worker ) {
|
|
|
|
|
|
- var contextBlock = canvasBlock.getContext( '2d', {
|
|
|
+ worker.postMessage( {
|
|
|
|
|
|
- alpha: parameters.alpha === true
|
|
|
+ init: [ canvasWidth, canvasHeight ],
|
|
|
+ worker: worker.id,
|
|
|
+ // workers: pool.length,
|
|
|
+ blockSize: blockSize
|
|
|
|
|
|
} );
|
|
|
|
|
|
- var imagedata = contextBlock.getImageData( 0, 0, blockSize, blockSize );
|
|
|
- var data = imagedata.data;
|
|
|
+ }
|
|
|
|
|
|
- var pixelColor = new THREE.Color();
|
|
|
+ function renderNext( worker ) {
|
|
|
+ if ( ! toRender.length ) {
|
|
|
|
|
|
- return function renderBlock( blockX, blockY ) {
|
|
|
+ renderering = false;
|
|
|
+ return scope.dispatchEvent( { type: "complete" } );
|
|
|
|
|
|
- var index = 0;
|
|
|
-
|
|
|
- for ( var y = 0; y < blockSize; y ++ ) {
|
|
|
-
|
|
|
- for ( var x = 0; x < blockSize; x ++, index += 4 ) {
|
|
|
-
|
|
|
- // spawn primary ray at pixel position
|
|
|
+ }
|
|
|
|
|
|
- origin.copy( cameraPosition );
|
|
|
+ var current = toRender.pop();
|
|
|
|
|
|
- direction.set( x + blockX - canvasWidthHalf, - ( y + blockY - canvasHeightHalf ), - perspective );
|
|
|
- direction.applyMatrix3( cameraNormalMatrix ).normalize();
|
|
|
+ var blockX = ( current % xblocks ) * blockSize;
|
|
|
+ var blockY = ( current / xblocks | 0 ) * blockSize;
|
|
|
|
|
|
- spawnRay( origin, direction, pixelColor, 0 );
|
|
|
+ worker.postMessage( {
|
|
|
+ render: true,
|
|
|
+ x: blockX,
|
|
|
+ y: blockY,
|
|
|
+ sceneId: sceneId
|
|
|
+ } );
|
|
|
|
|
|
- // convert from linear to gamma
|
|
|
+ context.fillStyle = '#' + worker.color;
|
|
|
|
|
|
- data[ index ] = Math.sqrt( pixelColor.r ) * 255;
|
|
|
- data[ index + 1 ] = Math.sqrt( pixelColor.g ) * 255;
|
|
|
- data[ index + 2 ] = Math.sqrt( pixelColor.b ) * 255;
|
|
|
+ context.fillRect( blockX, blockY, blockSize, blockSize );
|
|
|
|
|
|
- }
|
|
|
+ }
|
|
|
|
|
|
- }
|
|
|
+ var materials = {};
|
|
|
|
|
|
- context.putImageData( imagedata, blockX, blockY );
|
|
|
+ var sceneJSON, cameraJSON, reallyThen;
|
|
|
|
|
|
- blockX += blockSize;
|
|
|
+ // additional properties that were not serialize automatically
|
|
|
|
|
|
- if ( blockX >= canvasWidth ) {
|
|
|
+ var _annex = {
|
|
|
|
|
|
- blockX = 0;
|
|
|
- blockY += blockSize;
|
|
|
+ mirror: 1,
|
|
|
+ reflectivity: 1,
|
|
|
+ refractionRatio: 1,
|
|
|
+ glass: 1,
|
|
|
|
|
|
- if ( blockY >= canvasHeight ) {
|
|
|
+ };
|
|
|
|
|
|
- scope.dispatchEvent( { type: "complete" } );
|
|
|
- return;
|
|
|
+ function serializeObject( o ) {
|
|
|
|
|
|
- }
|
|
|
+ var mat = o.material;
|
|
|
|
|
|
- }
|
|
|
+ if ( ! mat || mat.uuid in materials ) return;
|
|
|
|
|
|
- context.fillRect( blockX, blockY, blockSize, blockSize );
|
|
|
+ var props = {};
|
|
|
+ for ( var m in _annex ) {
|
|
|
|
|
|
- animationFrameId = requestAnimationFrame( function () {
|
|
|
+ if ( mat[ m ] !== undefined ) {
|
|
|
|
|
|
- renderBlock( blockX, blockY );
|
|
|
+ props[ m ] = mat[ m ];
|
|
|
|
|
|
- } );
|
|
|
+ }
|
|
|
|
|
|
- };
|
|
|
+ }
|
|
|
|
|
|
- }() );
|
|
|
+ materials[ mat.uuid ] = props;
|
|
|
+ }
|
|
|
|
|
|
this.render = function ( scene, camera ) {
|
|
|
|
|
|
- if ( this.autoClear === true ) this.clear();
|
|
|
-
|
|
|
- cancelAnimationFrame( animationFrameId );
|
|
|
+ renderering = true;
|
|
|
|
|
|
// update scene graph
|
|
|
|
|
@@ -495,49 +229,56 @@ THREE.RaytracingRenderer = function ( parameters ) {
|
|
|
|
|
|
if ( camera.parent === null ) camera.updateMatrixWorld();
|
|
|
|
|
|
- camera.matrixWorldInverse.getInverse( camera.matrixWorld );
|
|
|
- cameraPosition.setFromMatrixPosition( camera.matrixWorld );
|
|
|
|
|
|
- //
|
|
|
+ sceneJSON = scene.toJSON();
|
|
|
+ cameraJSON = camera.toJSON();
|
|
|
+ ++ sceneId;
|
|
|
|
|
|
- cameraNormalMatrix.getNormalMatrix( camera.matrixWorld );
|
|
|
- origin.copy( cameraPosition );
|
|
|
+ scene.traverse( serializeObject );
|
|
|
|
|
|
- perspective = 0.5 / Math.tan( THREE.Math.degToRad( camera.fov * 0.5 ) ) * canvasHeight;
|
|
|
+ pool.forEach( function( worker ) {
|
|
|
|
|
|
- objects = scene.children;
|
|
|
+ worker.postMessage( {
|
|
|
+ scene: sceneJSON,
|
|
|
+ camera: cameraJSON,
|
|
|
+ annex: materials,
|
|
|
+ sceneId: sceneId
|
|
|
+ } );
|
|
|
+ } );
|
|
|
|
|
|
- // collect lights and set up object matrices
|
|
|
+ context.clearRect( 0, 0, canvasWidth, canvasHeight );
|
|
|
+ reallyThen = Date.now();
|
|
|
|
|
|
- lights.length = 0;
|
|
|
+ xblocks = Math.ceil( canvasWidth / blockSize );
|
|
|
+ yblocks = Math.ceil( canvasHeight / blockSize );
|
|
|
+ totalBlocks = xblocks * yblocks;
|
|
|
|
|
|
- scene.traverse( function ( object ) {
|
|
|
+ toRender = [];
|
|
|
|
|
|
- if ( object instanceof THREE.Light ) {
|
|
|
+ for ( var i = 0; i < totalBlocks; i ++ ) {
|
|
|
|
|
|
- lights.push( object );
|
|
|
+ toRender.push( i );
|
|
|
|
|
|
- }
|
|
|
+ }
|
|
|
|
|
|
- if ( cache[ object.id ] === undefined ) {
|
|
|
|
|
|
- cache[ object.id ] = {
|
|
|
- normalMatrix: new THREE.Matrix3(),
|
|
|
- inverseMatrix: new THREE.Matrix4()
|
|
|
- };
|
|
|
+ // Randomize painting :)
|
|
|
|
|
|
- }
|
|
|
+ if ( scope.randomize ) {
|
|
|
|
|
|
- modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
|
|
|
+ for ( var i = 0; i < totalBlocks; i ++ ) {
|
|
|
|
|
|
- var _object = cache[ object.id ];
|
|
|
+ var swap = Math.random() * totalBlocks | 0;
|
|
|
+ var tmp = toRender[ swap ];
|
|
|
+ toRender[ swap ] = toRender[ i ];
|
|
|
+ toRender[ i ] = tmp;
|
|
|
|
|
|
- _object.normalMatrix.getNormalMatrix( modelViewMatrix );
|
|
|
- _object.inverseMatrix.getInverse( object.matrixWorld );
|
|
|
+ }
|
|
|
+
|
|
|
+ }
|
|
|
|
|
|
- } );
|
|
|
|
|
|
- renderBlock( 0, 0 );
|
|
|
+ pool.forEach( renderNext );
|
|
|
|
|
|
};
|
|
|
|