RaytracingWorkerRenderer.js 5.2 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;
  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. console.log( workers, pool.length );
  37. var i = pool.length;
  38. var worker = new Worker( 'js/renderers/RaytracingWorker.js' );
  39. worker.id = workerId++;
  40. worker.onmessage = function( e ) {
  41. var data = e.data;
  42. if ( ! data ) return;
  43. if ( data.blockSize ) {
  44. var d = data.data;
  45. var imagedata = new ImageData( new Uint8ClampedArray( d ), data.blockSize, data.blockSize );
  46. context.putImageData( imagedata, data.blockX, data.blockY );
  47. } else if ( data.type == 'complete' ) {
  48. console.log( 'Worker ' + data.worker, data.time / 1000, ( Date.now() - reallyThen ) / 1000 + ' s' );
  49. if ( pool.length > workers ) {
  50. pool.splice( pool.indexOf( this ), 1 );
  51. return this.terminate();
  52. }
  53. renderNext( this );
  54. }
  55. }
  56. worker.color = new THREE.Color().setHSL( i / workers, 0.8, 0.8 ).getHexString();
  57. pool.push( worker );
  58. if ( renderering ) {
  59. updateSettings( worker );
  60. renderNext( worker );
  61. }
  62. }
  63. if ( ! renderering ) {
  64. while ( pool.length > workers ) {
  65. pool.pop().terminate();
  66. }
  67. }
  68. };
  69. this.setWorkers( workers );
  70. this.setClearColor = function ( color, alpha ) {
  71. clearColor.set( color );
  72. };
  73. this.setPixelRatio = function () {};
  74. this.setSize = function ( width, height ) {
  75. canvas.width = width;
  76. canvas.height = height;
  77. canvasWidth = canvas.width;
  78. canvasHeight = canvas.height;
  79. canvasWidthHalf = Math.floor( canvasWidth / 2 );
  80. canvasHeightHalf = Math.floor( canvasHeight / 2 );
  81. context.fillStyle = 'white';
  82. pool.forEach( updateSettings );
  83. };
  84. this.setSize( canvas.width, canvas.height );
  85. this.clear = function () {
  86. };
  87. //
  88. var totalBlocks, xblocks, yblocks;
  89. function updateSettings( worker ) {
  90. worker.postMessage( {
  91. init: [ canvasWidth, canvasHeight ],
  92. worker: worker.id,
  93. // workers: pool.length,
  94. blockSize: blockSize
  95. } );
  96. }
  97. function renderNext( worker ) {
  98. if ( ! toRender.length ) {
  99. renderering = false;
  100. return scope.dispatchEvent( { type: "complete" } );
  101. }
  102. var current = toRender.pop();
  103. var blockX = ( current % xblocks ) * blockSize;
  104. var blockY = ( current / xblocks | 0 ) * blockSize;
  105. worker.postMessage( {
  106. render: true,
  107. x: blockX,
  108. y: blockY
  109. } );
  110. context.fillStyle = '#' + worker.color;
  111. context.fillRect( blockX, blockY, blockSize, blockSize );
  112. }
  113. var materials = {};
  114. // additional properties that were not serialize automatically
  115. var _annex = {
  116. mirror: 1,
  117. reflectivity: 1,
  118. refractionRatio: 1,
  119. glass: 1,
  120. };
  121. function serializeObject( o ) {
  122. var mat = o.material;
  123. if ( ! mat || mat.uuid in materials ) return;
  124. var props = {};
  125. for ( var m in _annex ) {
  126. if ( mat[ m ] !== undefined ) {
  127. props[ m ] = mat[ m ];
  128. }
  129. }
  130. materials[ mat.uuid ] = props;
  131. }
  132. this.render = function ( scene, camera ) {
  133. renderering = true;
  134. // update scene graph
  135. if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
  136. // update camera matrices
  137. if ( camera.parent === null ) camera.updateMatrixWorld();
  138. var sceneJSON = scene.toJSON();
  139. var cameraJSON = camera.toJSON();
  140. scene.traverse( serializeObject );
  141. pool.forEach(function(worker) {
  142. worker.postMessage({
  143. scene: sceneJSON,
  144. camera: cameraJSON,
  145. annex: materials
  146. });
  147. });
  148. context.clearRect( 0, 0, canvasWidth, canvasHeight );
  149. reallyThen = Date.now();
  150. xblocks = Math.ceil( canvasWidth / blockSize );
  151. yblocks = Math.ceil( canvasHeight / blockSize );
  152. totalBlocks = xblocks * yblocks;
  153. toRender = [];
  154. for ( var i = 0; i < totalBlocks; i ++ ) {
  155. toRender.push( i );
  156. }
  157. // Randomize painting :)
  158. for ( var i = 0; i < totalBlocks; i ++ ) {
  159. var swap = Math.random() * totalBlocks | 0;
  160. var tmp = toRender[ swap ];
  161. toRender[ swap ] = toRender[ i ];
  162. toRender[ i ] = tmp;
  163. }
  164. pool.forEach( renderNext );
  165. };
  166. };
  167. THREE.EventDispatcher.prototype.apply( THREE.RaytracingWorkerRenderer.prototype );