RaytracingWorkerRenderer.js 5.4 KB

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  1. /**
  2. * The way to use RaytracingWorkerRenderer is similar to RaytracingRenderer
  3. * except that it is simply a coordinator for workers. The workers compute
  4. * the pixel values and this renderer simply paints it to the Canvas. As such,
  5. * it is simply a renderer.
  6. *
  7. * TODO
  8. * - serialize scene and hand it to workers
  9. * - pass worker path as option
  10. *
  11. * @author zz85 / http://github.com/zz85
  12. */
  13. THREE.RaytracingWorkerRenderer = function ( parameters ) {
  14. console.log( 'THREE.RaytracingWorkerRenderer', THREE.REVISION );
  15. parameters = parameters || {};
  16. var scope = this;
  17. var pool = [];
  18. var renderering = false;
  19. var canvas = document.createElement( 'canvas' );
  20. var context = canvas.getContext( '2d', {
  21. alpha: parameters.alpha === true
  22. } );
  23. var maxRecursionDepth = 3;
  24. var canvasWidth, canvasHeight;
  25. var canvasWidthHalf, canvasHeightHalf;
  26. var clearColor = new THREE.Color( 0x000000 );
  27. this.domElement = canvas;
  28. this.autoClear = true;
  29. var workers = parameters.workers;
  30. var blockSize = parameters.blockSize || 64;
  31. var toRender = [], workerId = 0, sceneId = 0;
  32. console.log( '%cSpinning off ' + workers + ' Workers ', 'font-size: 20px; background: black; color: white; font-family: monospace;' );
  33. this.setWorkers = function( w ) {
  34. workers = w || navigator.hardwareConcurrency || 4;
  35. while ( pool.length < workers ) {
  36. var worker = new Worker( 'js/renderers/RaytracingWorker.js' );
  37. worker.id = workerId++;
  38. worker.onmessage = function( e ) {
  39. var data = e.data;
  40. if ( ! data ) return;
  41. if ( data.blockSize && sceneId == data.sceneId ) { // we match sceneId here to be sure
  42. var imagedata = new ImageData( new Uint8ClampedArray( data.data ), data.blockSize, data.blockSize );
  43. context.putImageData( imagedata, data.blockX, data.blockY );
  44. // completed
  45. console.log( 'Worker ' + this.id, data.time / 1000, ( Date.now() - reallyThen ) / 1000 + ' s' );
  46. if ( pool.length > workers ) {
  47. pool.splice( pool.indexOf( this ), 1 );
  48. return this.terminate();
  49. }
  50. renderNext( this );
  51. }
  52. }
  53. worker.color = new THREE.Color().setHSL( Math.random() , 0.8, 0.8 ).getHexString();
  54. pool.push( worker );
  55. if ( renderering ) {
  56. updateSettings( worker );
  57. worker.postMessage( {
  58. scene: sceneJSON,
  59. camera: cameraJSON,
  60. annex: materials,
  61. sceneId: sceneId
  62. } );
  63. renderNext( worker );
  64. }
  65. }
  66. if ( ! renderering ) {
  67. while ( pool.length > workers ) {
  68. pool.pop().terminate();
  69. }
  70. }
  71. };
  72. this.setWorkers( workers );
  73. this.setClearColor = function ( color, alpha ) {
  74. clearColor.set( color );
  75. };
  76. this.setPixelRatio = function () {};
  77. this.setSize = function ( width, height ) {
  78. canvas.width = width;
  79. canvas.height = height;
  80. canvasWidth = canvas.width;
  81. canvasHeight = canvas.height;
  82. canvasWidthHalf = Math.floor( canvasWidth / 2 );
  83. canvasHeightHalf = Math.floor( canvasHeight / 2 );
  84. context.fillStyle = 'white';
  85. pool.forEach( updateSettings );
  86. };
  87. this.setSize( canvas.width, canvas.height );
  88. this.clear = function () {
  89. };
  90. //
  91. var totalBlocks, xblocks, yblocks;
  92. function updateSettings( worker ) {
  93. worker.postMessage( {
  94. init: [ canvasWidth, canvasHeight ],
  95. worker: worker.id,
  96. // workers: pool.length,
  97. blockSize: blockSize
  98. } );
  99. }
  100. function renderNext( worker ) {
  101. if ( ! toRender.length ) {
  102. renderering = false;
  103. return scope.dispatchEvent( { type: "complete" } );
  104. }
  105. var current = toRender.pop();
  106. var blockX = ( current % xblocks ) * blockSize;
  107. var blockY = ( current / xblocks | 0 ) * blockSize;
  108. worker.postMessage( {
  109. render: true,
  110. x: blockX,
  111. y: blockY,
  112. sceneId: sceneId
  113. } );
  114. context.fillStyle = '#' + worker.color;
  115. context.fillRect( blockX, blockY, blockSize, blockSize );
  116. }
  117. var materials = {};
  118. var sceneJSON, cameraJSON, reallyThen;
  119. // additional properties that were not serialize automatically
  120. var _annex = {
  121. mirror: 1,
  122. reflectivity: 1,
  123. refractionRatio: 1,
  124. glass: 1,
  125. };
  126. function serializeObject( o ) {
  127. var mat = o.material;
  128. if ( ! mat || mat.uuid in materials ) return;
  129. var props = {};
  130. for ( var m in _annex ) {
  131. if ( mat[ m ] !== undefined ) {
  132. props[ m ] = mat[ m ];
  133. }
  134. }
  135. materials[ mat.uuid ] = props;
  136. }
  137. this.render = function ( scene, camera ) {
  138. renderering = true;
  139. // update scene graph
  140. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  141. // update camera matrices
  142. if ( camera.parent === null ) camera.updateMatrixWorld();
  143. sceneJSON = scene.toJSON();
  144. cameraJSON = camera.toJSON();
  145. ++ sceneId;
  146. scene.traverse( serializeObject );
  147. pool.forEach( function( worker ) {
  148. worker.postMessage( {
  149. scene: sceneJSON,
  150. camera: cameraJSON,
  151. annex: materials,
  152. sceneId: sceneId
  153. } );
  154. } );
  155. context.clearRect( 0, 0, canvasWidth, canvasHeight );
  156. reallyThen = Date.now();
  157. xblocks = Math.ceil( canvasWidth / blockSize );
  158. yblocks = Math.ceil( canvasHeight / blockSize );
  159. totalBlocks = xblocks * yblocks;
  160. toRender = [];
  161. for ( var i = 0; i < totalBlocks; i ++ ) {
  162. toRender.push( i );
  163. }
  164. // Randomize painting :)
  165. if ( scope.randomize ) {
  166. for ( var i = 0; i < totalBlocks; i ++ ) {
  167. var swap = Math.random() * totalBlocks | 0;
  168. var tmp = toRender[ swap ];
  169. toRender[ swap ] = toRender[ i ];
  170. toRender[ i ] = tmp;
  171. }
  172. }
  173. pool.forEach( renderNext );
  174. };
  175. };
  176. THREE.EventDispatcher.prototype.apply( THREE.RaytracingWorkerRenderer.prototype );