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@@ -13,6 +13,8 @@ THREE.RaytracingRenderer = function ( parameters ) {
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alpha: parameters.alpha === true
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alpha: parameters.alpha === true
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} );
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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 canvasWidth, canvasHeight;
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var canvasWidthHalf, canvasHeightHalf;
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var canvasWidthHalf, canvasHeightHalf;
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@@ -21,6 +23,8 @@ THREE.RaytracingRenderer = function ( parameters ) {
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var origin = new THREE.Vector3();
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var origin = new THREE.Vector3();
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var direction = new THREE.Vector3();
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var direction = new THREE.Vector3();
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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 raycaster = new THREE.Raycaster( origin, direction );
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var raycasterLight = new THREE.Raycaster();
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var raycasterLight = new THREE.Raycaster();
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@@ -63,102 +67,379 @@ THREE.RaytracingRenderer = function ( parameters ) {
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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 = 32;
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+ var spawnRay = ( function () {
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- var canvasBlock = document.createElement( 'canvas' );
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- canvasBlock.width = blockSize;
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- canvasBlock.height = blockSize;
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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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- var contextBlock = canvasBlock.getContext( '2d', {
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- alpha: parameters.alpha === true
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- } );
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+ var lightContribution = new THREE.Color();
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- var imagedata = contextBlock.getImageData( 0, 0, blockSize, blockSize );
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- var data = imagedata.data;
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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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- var color = new THREE.Color();
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- var lightColor = new THREE.Color();
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+ var localPoint = new THREE.Vector3();
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+ var reflectionVector = new THREE.Vector3();
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- return function ( blockX, blockY ) {
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+ var tmpVec = new THREE.Vector3();
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- var index = 0;
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+ var tmpColor = [];
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- for ( var y = 0; y < blockSize; y ++ ) {
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+ for ( var i = 0; i < maxRecursionDepth; i ++ ) {
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- for ( var x = 0; x < blockSize; x ++, index += 4 ) {
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+ tmpColor[ i ] = new THREE.Color();
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- direction.set( x + blockX - canvasWidthHalf, - ( y + blockY - canvasHeightHalf ), - perspective );
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- direction.applyMatrix3( cameraNormalMatrix ).normalize();
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+ }
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+
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+ return function ( 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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+ 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 ) {
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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 ) {
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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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- var intersections = raycaster.intersectObjects( objects, true );
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+ outputColor.add( lightContribution );
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- if ( intersections.length > 0 ) {
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+ // compute specular
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- var intersection = intersections[ 0 ];
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+ if ( material instanceof THREE.MeshPhongMaterial ) {
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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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+ halfVector.addVectors( lightVector, eyeVector ).normalize();
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- if ( material.vertexColors === THREE.NoColors ) {
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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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- color.copy( material.color );
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+ var specularNormalization = ( material.shininess + 2.0 ) / 8.0;
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- } else if ( material.vertexColors === THREE.FaceColors ) {
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+ specularColor.copyGammaToLinear( material.specular );
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- color.copy( face.color );
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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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- if ( material instanceof THREE.MeshLambertMaterial ||
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- material instanceof THREE.MeshPhongMaterial ) {
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+ lightContribution.copy( schlick );
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- lightColor.set( 0, 0, 0 );
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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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- raycasterLight.ray.origin.copy( point );
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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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- raycasterLight.ray.direction.copy( light.position ).sub( point ).normalize();
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+ // reflection / refraction
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- var intersections = raycasterLight.intersectObjects( objects, true );
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+ var reflectivity = material.reflectivity;
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- if ( intersections.length === 0 ) {
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+ if ( ( material.mirror || material.glass ) && reflectivity > 0 && recursionDepth < maxRecursionDepth ) {
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- var dot = Math.max( face.normal.dot( raycasterLight.ray.direction ), 0 );
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- var intensity = dot * light.intensity;
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+ if ( material.mirror ) {
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- lightColor.r += light.color.r * intensity;
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- lightColor.g += light.color.g * intensity;
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- lightColor.b += light.color.b * intensity;
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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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- color.multiply( lightColor );
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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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- data[ index ] = color.r * 255;
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- data[ index + 1 ] = color.g * 255;
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- data[ index + 2 ] = color.b * 255;
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+ reflectionVector.set( 0, 0, 0 );
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} else {
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} else {
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- data[ index ] = 0;
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- data[ index + 1 ] = 0;
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- data[ index + 2 ] = 0;
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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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+ 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 ( 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 ) );
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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 );
|
|
|
|
+ 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 = 64;
|
|
|
|
+
|
|
|
|
+ var canvasBlock = document.createElement( 'canvas' );
|
|
|
|
+ canvasBlock.width = blockSize;
|
|
|
|
+ canvasBlock.height = blockSize;
|
|
|
|
+
|
|
|
|
+ var contextBlock = canvasBlock.getContext( '2d', {
|
|
|
|
+
|
|
|
|
+ alpha: parameters.alpha === true
|
|
|
|
+
|
|
|
|
+ } );
|
|
|
|
+
|
|
|
|
+ var imagedata = contextBlock.getImageData( 0, 0, blockSize, blockSize );
|
|
|
|
+ var data = imagedata.data;
|
|
|
|
+
|
|
|
|
+ var pixelColor = new THREE.Color();
|
|
|
|
+
|
|
|
|
+ return function ( 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;
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
}
|
|
}
|
|
|
|
|
|
context.putImageData( imagedata, blockX, blockY );
|
|
context.putImageData( imagedata, blockX, blockY );
|
|
@@ -192,14 +473,27 @@ THREE.RaytracingRenderer = function ( parameters ) {
|
|
|
|
|
|
cancelAnimationFrame( animationFrameId );
|
|
cancelAnimationFrame( animationFrameId );
|
|
|
|
|
|
|
|
+ // update scene graph
|
|
|
|
+
|
|
|
|
+ if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
|
|
|
|
+
|
|
|
|
+ // update camera matrices
|
|
|
|
+
|
|
|
|
+ if ( camera.parent === undefined ) camera.updateMatrixWorld();
|
|
|
|
+
|
|
|
|
+ camera.matrixWorldInverse.getInverse( camera.matrixWorld );
|
|
|
|
+ cameraPosition.setFromMatrixPosition( camera.matrixWorld );
|
|
|
|
+
|
|
|
|
+ //
|
|
|
|
+
|
|
cameraNormalMatrix.getNormalMatrix( camera.matrixWorld );
|
|
cameraNormalMatrix.getNormalMatrix( camera.matrixWorld );
|
|
- origin.copy( camera.position );
|
|
|
|
|
|
+ origin.copy( cameraPosition );
|
|
|
|
|
|
perspective = 0.5 / Math.tan( THREE.Math.degToRad( camera.fov * 0.5 ) ) * canvasHeight;
|
|
perspective = 0.5 / Math.tan( THREE.Math.degToRad( camera.fov * 0.5 ) ) * canvasHeight;
|
|
|
|
|
|
objects = scene.children;
|
|
objects = scene.children;
|
|
|
|
|
|
- // collect lights
|
|
|
|
|
|
+ // collect lights and set up object matrices
|
|
|
|
|
|
lights.length = 0;
|
|
lights.length = 0;
|
|
|
|
|
|
@@ -211,10 +505,22 @@ THREE.RaytracingRenderer = function ( parameters ) {
|
|
|
|
|
|
}
|
|
}
|
|
|
|
|
|
- } )
|
|
|
|
|
|
+ if ( object._modelViewMatrix === undefined ) {
|
|
|
|
+
|
|
|
|
+ object._modelViewMatrix = new THREE.Matrix4();
|
|
|
|
+ object._normalMatrix = new THREE.Matrix3();
|
|
|
|
+ object._inverseMatrix = new THREE.Matrix4();
|
|
|
|
+
|
|
|
|
+ }
|
|
|
|
+
|
|
|
|
+ object._modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
|
|
|
|
+ object._normalMatrix.getNormalMatrix( object._modelViewMatrix );
|
|
|
|
+ object._inverseMatrix.getInverse( object.matrixWorld );
|
|
|
|
+
|
|
|
|
+ } );
|
|
|
|
|
|
renderBlock( 0, 0 );
|
|
renderBlock( 0, 0 );
|
|
|
|
|
|
- }
|
|
|
|
|
|
+ };
|
|
|
|
|
|
-};
|
|
|
|
|
|
+};
|