RaytracingWorkerRenderer.js 4.6 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. console.log( '%cSpinning off ' + workers + ' Workers ', 'font-size: 20px; background: black; color: white; font-family: monospace;' );
  32. this.setWorkers = function( w ) {
  33. workers = w || navigator.hardwareConcurrency || 4;
  34. while ( pool.length < workers ) {
  35. var i = pool.length;
  36. var worker = new Worker( 'js/renderers/RaytracingWorker.js' );
  37. worker.onmessage = function( e ) {
  38. var data = e.data;
  39. if ( ! data ) return;
  40. if ( data.blockSize ) {
  41. var d = data.data;
  42. var imagedata = new ImageData( new Uint8ClampedArray( d ), data.blockSize, data.blockSize );
  43. context.putImageData( imagedata, data.blockX, data.blockY );
  44. } else if ( data.type == 'complete' ) {
  45. console.log( 'Worker ' + data.worker, 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( i / workers, 0.8, 0.8 ).getHexString();
  54. pool.push( worker );
  55. if ( renderering ) {
  56. worker.postMessage( {
  57. init: [ canvasWidth, canvasHeight ],
  58. worker: i,
  59. workers: pool.length,
  60. blockSize: blockSize,
  61. initScene: initScene.toString()
  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( function( p, i ) {
  86. p.postMessage( {
  87. init: [ width, height ],
  88. worker: i,
  89. workers: pool.length,
  90. blockSize: blockSize,
  91. initScene: initScene.toString()
  92. } );
  93. } );
  94. };
  95. this.setSize( canvas.width, canvas.height );
  96. this.clear = function () {
  97. };
  98. //
  99. var nextBlock, totalBlocks, xblocks, yblocks;
  100. function renderNext( worker ) {
  101. var current = nextBlock ++;
  102. if ( nextBlock > totalBlocks ) {
  103. renderering = false;
  104. return scope.dispatchEvent( { type: "complete" } );
  105. }
  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. } );
  113. context.fillStyle = '#' + worker.color;
  114. context.fillRect( blockX, blockY, blockSize, blockSize );
  115. }
  116. var all = {};
  117. function serializeObject( o ) {
  118. all[ o.uuid ] = {
  119. position: o.position.toArray(),
  120. rotation: o.rotation.toArray(),
  121. scale: o.scale.toArray()
  122. }
  123. }
  124. this.render = function ( scene, camera ) {
  125. renderering = true;
  126. // var sceneJSON = scene.toJSON();
  127. // var cameraJSON = camera.toJSON();
  128. // scene.traverse( serializeObject );
  129. // serializeObject( camera );
  130. // pool.forEach(function(worker) {
  131. // worker.postMessage({
  132. // scene: sceneJSON,
  133. // camera: cameraJSON,
  134. // positions: all
  135. // });
  136. // });
  137. context.clearRect( 0, 0, canvasWidth, canvasHeight );
  138. reallyThen = Date.now();
  139. xblocks = Math.ceil( canvasWidth / blockSize );
  140. yblocks = Math.ceil( canvasHeight / blockSize );
  141. nextBlock = 0;
  142. totalBlocks = xblocks * yblocks;
  143. pool.forEach( renderNext );
  144. };
  145. };
  146. THREE.EventDispatcher.prototype.apply( THREE.RaytracingWorkerRenderer.prototype );