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@@ -1,544 +0,0 @@
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-var BLOCK = 128;
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-var startX, startY;
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-
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-var scene, camera, renderer, loader, sceneId;
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-
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-importScripts( '../../../build/three.js' );
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-
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-
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-self.onmessage = function ( e ) {
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-
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- var data = e.data;
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- if ( ! data ) return;
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-
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- if ( data.init ) {
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-
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- var
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- width = data.init[ 0 ],
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- height = data.init[ 1 ];
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-
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- BLOCK = data.blockSize;
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-
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- if ( ! renderer ) renderer = new THREE.RaytracingRendererWorker();
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- if ( ! loader ) loader = new THREE.ObjectLoader();
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-
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- renderer.setSize( width, height );
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-
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- // TODO fix passing maxRecursionDepth as parameter.
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- // if (data.maxRecursionDepth) maxRecursionDepth = data.maxRecursionDepth;
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-
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- }
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-
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- if ( data.scene ) {
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-
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- scene = loader.parse( data.scene );
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- camera = loader.parse( data.camera );
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-
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- var meta = data.annex;
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- scene.traverse( function ( o ) {
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-
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- if ( o.isPointLight ) {
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-
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- o.physicalAttenuation = true;
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-
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- }
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-
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- var mat = o.material;
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-
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- if ( ! mat ) return;
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-
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- var material = meta[ mat.uuid ];
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-
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- for ( var m in material ) {
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-
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- mat[ m ] = material[ m ];
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-
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- }
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-
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- } );
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-
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- sceneId = data.sceneId;
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-
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- }
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-
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- if ( data.render && scene && camera ) {
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-
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- startX = data.x;
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- startY = data.y;
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- renderer.render( scene, camera );
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-
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- }
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-
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-};
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-
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-/**
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- * DOM-less version of Raytracing Renderer
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- * @author mrdoob / http://mrdoob.com/
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- * @author alteredq / http://alteredqualia.com/
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- * @author zz95 / http://github.com/zz85
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- */
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-
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-THREE.RaytracingRendererWorker = function () {
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-
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- var maxRecursionDepth = 3;
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-
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- var canvasWidth, canvasHeight;
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- var canvasWidthHalf, canvasHeightHalf;
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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 ray = raycaster.ray;
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-
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- var raycasterLight = new THREE.Raycaster();
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- var rayLight = raycasterLight.ray;
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-
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- var perspective;
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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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- this.setSize = function ( width, height ) {
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-
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- canvasWidth = width;
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- canvasHeight = 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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- };
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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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- outputColor.setRGB( 0, 0, 0 );
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-
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- //
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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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- 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 ) return;
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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 geometry = object.geometry;
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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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- eyeVector.subVectors( 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.isMeshLambertMaterial ||
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- material.isMeshPhongMaterial ||
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- material.isMeshBasicMaterial ) {
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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.isMeshBasicMaterial ) {
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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.isMeshLambertMaterial || material.isMeshPhongMaterial ) {
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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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- 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 lit
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-
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- if ( normalComputed === false ) {
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-
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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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-
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- localPoint.copy( point ).applyMatrix4( _object.inverseMatrix );
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- computePixelNormal( normalVector, localPoint, material.flatShading, face, geometry );
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- normalVector.applyMatrix3( _object.normalMatrix ).normalize();
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-
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- normalComputed = true;
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-
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- }
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-
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- lightColor.copyGammaToLinear( light.color );
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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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-
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- if ( light.physicalAttenuation === true ) {
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-
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- attenuation = lightVector.length();
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- attenuation = 1.0 / ( attenuation * attenuation );
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-
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- }
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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.isMeshPhongMaterial ) {
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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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- lightContribution.multiply( lightColor );
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- lightContribution.multiplyScalar( specularNormalization * specularIntensity * attenuation );
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-
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- outputColor.add( lightContribution );
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-
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- }
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-
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- }
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-
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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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-
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- reflectionVector.copy( rayDirection );
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- reflectionVector.multiplyScalar( eta );
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-
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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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-
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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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-
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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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-
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- }
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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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-
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- var vA = new THREE.Vector3();
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- var vB = new THREE.Vector3();
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- var vC = new THREE.Vector3();
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-
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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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-
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- return function computePixelNormal( outputVector, point, flatShading, face, geometry ) {
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-
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- var faceNormal = face.normal;
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-
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- if ( flatShading === true ) {
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-
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- outputVector.copy( faceNormal );
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-
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- } else {
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-
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- var positions = geometry.attributes.position;
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- var normals = geometry.attributes.normal;
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-
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- vA.fromBufferAttribute( positions, face.a );
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- vB.fromBufferAttribute( positions, face.b );
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- vC.fromBufferAttribute( positions, face.c );
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-
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- // compute barycentric coordinates
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-
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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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-
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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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-
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- var c = 1.0 - a - b;
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-
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- // compute interpolated vertex normal
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-
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- tmpVec1.fromBufferAttribute( normals, face.a );
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- tmpVec2.fromBufferAttribute( normals, face.b );
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- tmpVec3.fromBufferAttribute( normals, face.c );
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-
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- tmpVec1.multiplyScalar( a );
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- tmpVec2.multiplyScalar( b );
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- tmpVec3.multiplyScalar( c );
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-
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- outputVector.addVectors( tmpVec1, tmpVec2 );
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- outputVector.add( tmpVec3 );
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-
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- }
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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 renderBlock = ( function () {
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-
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- var blockSize = BLOCK;
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-
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- var data = new Uint8ClampedArray( blockSize * blockSize * 4 );
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-
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- var pixelColor = new THREE.Color();
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-
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- return function renderBlock( blockX, blockY ) {
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-
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- var index = 0;
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-
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- for ( var y = 0; y < blockSize; y ++ ) {
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-
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- for ( var x = 0; x < blockSize; x ++, index += 4 ) {
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-
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- // spawn primary ray at pixel position
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-
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- origin.copy( cameraPosition );
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-
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- direction.set( x + blockX - canvasWidthHalf, - ( y + blockY - canvasHeightHalf ), - perspective );
|
|
|
- direction.applyMatrix3( cameraNormalMatrix ).normalize();
|
|
|
-
|
|
|
- spawnRay( origin, direction, pixelColor, 0 );
|
|
|
-
|
|
|
- // convert from linear to gamma
|
|
|
-
|
|
|
- data[ index + 0 ] = Math.sqrt( pixelColor.r ) * 255;
|
|
|
- data[ index + 1 ] = Math.sqrt( pixelColor.g ) * 255;
|
|
|
- data[ index + 2 ] = Math.sqrt( pixelColor.b ) * 255;
|
|
|
- data[ index + 3 ] = 255;
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- // Use transferable objects! :)
|
|
|
- self.postMessage( {
|
|
|
- data: data.buffer,
|
|
|
- blockX: blockX,
|
|
|
- blockY: blockY,
|
|
|
- blockSize: blockSize,
|
|
|
- sceneId: sceneId,
|
|
|
- time: Date.now(), // time for this renderer
|
|
|
- }, [ data.buffer ] );
|
|
|
-
|
|
|
- data = new Uint8ClampedArray( blockSize * blockSize * 4 );
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
- }() );
|
|
|
-
|
|
|
- this.render = function ( scene, camera ) {
|
|
|
-
|
|
|
- // update scene graph
|
|
|
-
|
|
|
- if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
|
|
|
-
|
|
|
- // update camera matrices
|
|
|
-
|
|
|
- if ( camera.parent === null ) camera.updateMatrixWorld();
|
|
|
-
|
|
|
- cameraPosition.setFromMatrixPosition( camera.matrixWorld );
|
|
|
-
|
|
|
- //
|
|
|
-
|
|
|
- cameraNormalMatrix.getNormalMatrix( camera.matrixWorld );
|
|
|
-
|
|
|
- perspective = 0.5 / Math.tan( THREE.MathUtils.degToRad( camera.fov * 0.5 ) ) * canvasHeight;
|
|
|
-
|
|
|
- objects = scene.children;
|
|
|
-
|
|
|
- // collect lights and set up object matrices
|
|
|
-
|
|
|
- lights.length = 0;
|
|
|
-
|
|
|
- scene.traverse( function ( object ) {
|
|
|
-
|
|
|
- if ( object.isPointLight ) {
|
|
|
-
|
|
|
- lights.push( object );
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- if ( cache[ object.id ] === undefined ) {
|
|
|
-
|
|
|
- cache[ object.id ] = {
|
|
|
- normalMatrix: new THREE.Matrix3(),
|
|
|
- inverseMatrix: new THREE.Matrix4()
|
|
|
- };
|
|
|
-
|
|
|
- }
|
|
|
-
|
|
|
- var _object = cache[ object.id ];
|
|
|
-
|
|
|
- _object.normalMatrix.getNormalMatrix( object.matrixWorld );
|
|
|
- _object.inverseMatrix.getInverse( object.matrixWorld );
|
|
|
-
|
|
|
- } );
|
|
|
-
|
|
|
- renderBlock( startX, startY );
|
|
|
-
|
|
|
- };
|
|
|
-
|
|
|
-};
|
|
|
-
|
|
|
-Object.assign( THREE.RaytracingRendererWorker.prototype, THREE.EventDispatcher.prototype );
|