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@@ -0,0 +1,578 @@
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+var workers, worker;
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+var BLOCK = 128;
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+var startX, startY, division, completed = 0;
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+
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+self.onmessage = function(e) {
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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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+ console.log('init')
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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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+ initScene(width, height);
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+ worker = data.worker;
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+ workers = data.workers;
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+ BLOCK = data.blockSize;
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+
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+ if (data.maxRecursionDepth) maxRecursionDepth = data.maxRecursionDepth;
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+
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+ var xblocks = Math.ceil(width / BLOCK);
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+ var yblocks = Math.ceil(height / BLOCK);
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+
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+ division = Math.ceil(xblocks * yblocks / workers);
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+
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+ var start = division * worker;
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+ startX = (start % xblocks) * BLOCK;
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+ startY = (start / xblocks | 0) * BLOCK;
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+
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+ completed = 0;
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+ }
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+
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+ if (data.render) {
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+ renderer.render(scene, camera)
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+ }
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+}
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+
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+importScripts('../../../build/three.min.js');
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+importScripts('../../../examples/raytrace_scene.js');
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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.RaytracingRenderer =
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+
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+THREE.RaytracingRendererWorker = function ( parameters ) {
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+
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+ console.log( 'THREE.RaytracingRenderer', THREE.REVISION );
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+
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+ parameters = parameters || {};
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+
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+ var scope = this;
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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 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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+ var timeRendering = 0;
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+
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+ var animationFrameId = null;
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+
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+ this.setSize = function ( width, height ) {
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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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+ 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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+
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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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+ computePixelNormal( normalVector, localPoint, material.shading, face, vertices );
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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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+ // 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 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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+
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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 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, shading, face, vertices ) {
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+
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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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+
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+ // compute barycentric coordinates
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+
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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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+
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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 ) );
|
|
|
|
+ var areaPBC = faceNormal.dot( tmpVec3 );
|
|
|
|
+ var a = areaPBC / areaABC;
|
|
|
|
+
|
|
|
|
+ tmpVec3.crossVectors( tmpVec1.subVectors( vC, point ), tmpVec2.subVectors( vA, point ) );
|
|
|
|
+ var areaPCA = faceNormal.dot( tmpVec3 );
|
|
|
|
+ var b = areaPCA / areaABC;
|
|
|
|
+
|
|
|
|
+ var c = 1.0 - a - b;
|
|
|
|
+
|
|
|
|
+ // compute interpolated vertex normal
|
|
|
|
+
|
|
|
|
+ tmpVec1.copy( vertexNormals[ 0 ] );
|
|
|
|
+ tmpVec1.multiplyScalar( a );
|
|
|
|
+
|
|
|
|
+ tmpVec2.copy( vertexNormals[ 1 ] );
|
|
|
|
+ tmpVec2.multiplyScalar( b );
|
|
|
|
+
|
|
|
|
+ tmpVec3.copy( vertexNormals[ 2 ] );
|
|
|
|
+ tmpVec3.multiplyScalar( c );
|
|
|
|
+
|
|
|
|
+ outputVector.addVectors( tmpVec1, tmpVec2 );
|
|
|
|
+ outputVector.add( tmpVec3 );
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ }() );
|
|
|
|
+
|
|
|
|
+ var renderBlock = ( function () {
|
|
|
|
+
|
|
|
|
+ var blockSize = BLOCK;
|
|
|
|
+
|
|
|
|
+ var data = new Uint8ClampedArray(blockSize * blockSize * 4);
|
|
|
|
+
|
|
|
|
+ var pixelColor = new THREE.Color();
|
|
|
|
+
|
|
|
|
+ return function renderBlock( blockX, blockY ) {
|
|
|
|
+
|
|
|
|
+ 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 );
|
|
|
|
+
|
|
|
|
+ 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 ] = 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;
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // self.postMessage({
|
|
|
|
+ // blockX: blockX,
|
|
|
|
+ // blockY: blockY,
|
|
|
|
+ // blockSize: blockSize,
|
|
|
|
+ // data: data
|
|
|
|
+ // })
|
|
|
|
+
|
|
|
|
+ // Use transferable objects! :)
|
|
|
|
+ self.postMessage({
|
|
|
|
+ data: data.buffer,
|
|
|
|
+ blockX: blockX,
|
|
|
|
+ blockY: blockY,
|
|
|
|
+ blockSize: blockSize,
|
|
|
|
+ }, [data.buffer]);
|
|
|
|
+
|
|
|
|
+ data = new Uint8ClampedArray(blockSize * blockSize * 4);
|
|
|
|
+
|
|
|
|
+ // OK Done!
|
|
|
|
+
|
|
|
|
+ blockX += blockSize;
|
|
|
|
+
|
|
|
|
+ completed++;
|
|
|
|
+
|
|
|
|
+ if ( blockX >= canvasWidth ) {
|
|
|
|
+
|
|
|
|
+ blockX = 0;
|
|
|
|
+ blockY += blockSize;
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ console.log('Worker', worker, 'completed', completed, '/', division)
|
|
|
|
+
|
|
|
|
+ if ( blockY >= canvasHeight || completed === division ) {
|
|
|
|
+ console.log('Total Renderering time', timeRendering / 1000, 's');
|
|
|
|
+ console.log('Absolute time', (Date.now() - reallyThen) / 1000, 's');
|
|
|
|
+ scope.dispatchEvent( { type: "complete" } );
|
|
|
|
+ self.postMessage({
|
|
|
|
+ type: 'complete',
|
|
|
|
+ time: Date.now() - reallyThen
|
|
|
|
+ });
|
|
|
|
+ return;
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+
|
|
|
|
+ function next () {
|
|
|
|
+ console.time('render')
|
|
|
|
+ var then = Date.now();
|
|
|
|
+ renderBlock( blockX, blockY );
|
|
|
|
+ timeRendering += Date.now() - then;
|
|
|
|
+ console.timeEnd('render')
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ // animationFrameId = requestAnimationFrame( next );
|
|
|
|
+ next();
|
|
|
|
+
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ }() );
|
|
|
|
+
|
|
|
|
+ this.render = function ( scene, camera ) {
|
|
|
|
+ reallyThen = Date.now()
|
|
|
|
+
|
|
|
|
+ cancelAnimationFrame( animationFrameId );
|
|
|
|
+
|
|
|
|
+ // update scene graph
|
|
|
|
+
|
|
|
|
+ if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
|
|
|
|
+
|
|
|
|
+ // update camera matrices
|
|
|
|
+
|
|
|
|
+ if ( camera.parent === null ) camera.updateMatrixWorld();
|
|
|
|
+
|
|
|
|
+ camera.matrixWorldInverse.getInverse( camera.matrixWorld );
|
|
|
|
+ cameraPosition.setFromMatrixPosition( camera.matrixWorld );
|
|
|
|
+
|
|
|
|
+ //
|
|
|
|
+
|
|
|
|
+ cameraNormalMatrix.getNormalMatrix( camera.matrixWorld );
|
|
|
|
+ origin.copy( cameraPosition );
|
|
|
|
+
|
|
|
|
+ perspective = 0.5 / Math.tan( THREE.Math.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 instanceof THREE.Light ) {
|
|
|
|
+
|
|
|
|
+ lights.push( object );
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ if ( cache[ object.id ] === undefined ) {
|
|
|
|
+
|
|
|
|
+ cache[ object.id ] = {
|
|
|
|
+ normalMatrix: new THREE.Matrix3(),
|
|
|
|
+ inverseMatrix: new THREE.Matrix4()
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
|
|
|
|
+
|
|
|
|
+ var _object = cache[ object.id ];
|
|
|
|
+
|
|
|
|
+ _object.normalMatrix.getNormalMatrix( modelViewMatrix );
|
|
|
|
+ _object.inverseMatrix.getInverse( object.matrixWorld );
|
|
|
|
+
|
|
|
|
+ } );
|
|
|
|
+
|
|
|
|
+ renderBlock( startX, startY );
|
|
|
|
+
|
|
|
|
+ };
|
|
|
|
+
|
|
|
|
+};
|
|
|
|
+
|
|
|
|
+THREE.EventDispatcher.prototype.apply( THREE.RaytracingRendererWorker.prototype );
|