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+/**
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+ * RaytracingRenderer renders by raytracing it's scene. However, it does not
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+ * compute the pixels itself but it hands off and coordinates the tasks for workers.
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+ * The workers compute the pixel values and this renderer simply paints it to the Canvas.
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+ *
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+ * @author zz85 / http://github.com/zz85
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+ */
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+
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+import {
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+ Color,
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+ EventDispatcher,
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+ REVISION
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+} from "../../../build/three.module.js";
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+
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+var RaytracingRenderer = function ( parameters ) {
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+
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+ console.log( 'THREE.RaytracingRenderer', 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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+ var pool = [];
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+ var renderering = false;
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+
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+ var canvas = document.createElement( 'canvas' );
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+ var context = canvas.getContext( '2d', {
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+ alpha: parameters.alpha === true
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+ } );
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+
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+ var canvasWidth, canvasHeight;
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+
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+ var clearColor = new Color( 0x000000 );
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+
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+ this.domElement = canvas;
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+
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+ this.autoClear = true;
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+
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+ var workers = parameters.workers;
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+ var blockSize = parameters.blockSize || 64;
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+ this.randomize = parameters.randomize;
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+
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+ var toRender = [], workerId = 0, sceneId = 0;
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+
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+ console.log( '%cSpinning off ' + workers + ' Workers ', 'font-size: 20px; background: black; color: white; font-family: monospace;' );
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+
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+ this.setWorkers = function ( w ) {
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+
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+ workers = w || navigator.hardwareConcurrency || 4;
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+
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+ while ( pool.length < workers ) {
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+
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+ var worker = new Worker( parameters.workerPath );
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+ worker.id = workerId ++;
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+
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+ worker.onmessage = function ( e ) {
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+
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+ var data = e.data;
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+
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+ if ( ! data ) return;
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+
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+ if ( data.blockSize && sceneId == data.sceneId ) { // we match sceneId here to be sure
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+
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+ var imagedata = new ImageData( new Uint8ClampedArray( data.data ), data.blockSize, data.blockSize );
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+ context.putImageData( imagedata, data.blockX, data.blockY );
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+
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+ // completed
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+
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+ console.log( 'Worker ' + this.id, data.time / 1000, ( Date.now() - reallyThen ) / 1000 + ' s' );
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+
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+ if ( pool.length > workers ) {
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+
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+ pool.splice( pool.indexOf( this ), 1 );
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+ return this.terminate();
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+
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+ }
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+
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+ renderNext( this );
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+
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+ }
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+
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+ };
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+
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+ worker.color = new Color().setHSL( Math.random(), 0.8, 0.8 ).getHexString();
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+ pool.push( worker );
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+
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+ updateSettings( worker );
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+
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+ if ( renderering ) {
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+
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+ worker.postMessage( {
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+ scene: sceneJSON,
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+ camera: cameraJSON,
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+ annex: materials,
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+ sceneId: sceneId
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+ } );
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+
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+ renderNext( worker );
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+
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+ }
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+
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+ }
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+
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+ if ( ! renderering ) {
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+
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+ while ( pool.length > workers ) {
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+
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+ pool.pop().terminate();
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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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+ this.setWorkers( workers );
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+
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+ this.setClearColor = function ( color /*, alpha */ ) {
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+
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+ clearColor.set( color );
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+
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+ };
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+
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+ this.setPixelRatio = function () {};
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+
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+ this.setSize = function ( width, height ) {
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+
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+ canvas.width = width;
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+ canvas.height = height;
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+
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+ canvasWidth = canvas.width;
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+ canvasHeight = canvas.height;
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+
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+ context.fillStyle = 'white';
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+
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+ pool.forEach( updateSettings );
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+
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+ };
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+
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+ this.setSize( canvas.width, canvas.height );
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+
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+ this.clear = function () {
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+
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+ };
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+
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+ //
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+
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+ var totalBlocks, xblocks, yblocks;
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+
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+ function updateSettings( worker ) {
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+
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+ worker.postMessage( {
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+
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+ init: [ canvasWidth, canvasHeight ],
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+ worker: worker.id,
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+ // workers: pool.length,
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+ blockSize: blockSize
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+
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+ } );
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+
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+ }
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+
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+ function renderNext( worker ) {
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+
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+ if ( ! toRender.length ) {
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+
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+ renderering = false;
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+ return scope.dispatchEvent( { type: "complete" } );
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+
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+ }
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+
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+ var current = toRender.pop();
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+
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+ var blockX = ( current % xblocks ) * blockSize;
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+ var blockY = ( current / xblocks | 0 ) * blockSize;
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+
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+ worker.postMessage( {
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+ render: true,
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+ x: blockX,
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+ y: blockY,
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+ sceneId: sceneId
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+ } );
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+
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+ context.fillStyle = '#' + worker.color;
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+
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+ context.fillRect( blockX, blockY, blockSize, blockSize );
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+
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+ }
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+
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+ var materials = {};
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+
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+ var sceneJSON, cameraJSON, reallyThen;
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+
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+ // additional properties that were not serialize automatically
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+
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+ var _annex = {
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+
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+ mirror: 1,
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+ reflectivity: 1,
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+ refractionRatio: 1,
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+ glass: 1
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+
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+ };
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+
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+ function serializeObject( o ) {
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+
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+ var mat = o.material;
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+
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+ if ( ! mat || mat.uuid in materials ) return;
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+
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+ var props = {};
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+ for ( var m in _annex ) {
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+
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+ if ( mat[ m ] !== undefined ) {
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+
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+ props[ m ] = mat[ 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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+ materials[ mat.uuid ] = props;
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+
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+ }
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+
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+ this.render = function ( scene, camera ) {
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+
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+ renderering = true;
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+
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+ // update scene graph
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+
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+ if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
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+
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+ // update camera matrices
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+
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+ if ( camera.parent === null ) camera.updateMatrixWorld();
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+
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+
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+ sceneJSON = scene.toJSON();
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+ cameraJSON = camera.toJSON();
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+ ++ sceneId;
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+
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+ scene.traverse( serializeObject );
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+
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+ pool.forEach( function ( worker ) {
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+
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+ worker.postMessage( {
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+ scene: sceneJSON,
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+ camera: cameraJSON,
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+ annex: materials,
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+ sceneId: sceneId
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+ } );
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+
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+ } );
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+
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+ context.clearRect( 0, 0, canvasWidth, canvasHeight );
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+ reallyThen = Date.now();
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+
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+ xblocks = Math.ceil( canvasWidth / blockSize );
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+ yblocks = Math.ceil( canvasHeight / blockSize );
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+ totalBlocks = xblocks * yblocks;
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+
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+ toRender = [];
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+
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+ for ( var i = 0; i < totalBlocks; i ++ ) {
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+
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+ toRender.push( i );
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+
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+ }
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+
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+
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+ // Randomize painting :)
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+
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+ if ( scope.randomize ) {
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+
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+ for ( var i = 0; i < totalBlocks; i ++ ) {
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+
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+ var swap = Math.random() * totalBlocks | 0;
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+ var tmp = toRender[ swap ];
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+ toRender[ swap ] = toRender[ i ];
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+ toRender[ i ] = tmp;
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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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+ pool.forEach( renderNext );
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+
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+ };
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+
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+};
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+
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+Object.assign( RaytracingRenderer.prototype, EventDispatcher.prototype );
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+
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+export { RaytracingRenderer };
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