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- /**
- * The way to use RaytracingWorkerRenderer is similar to RaytracingRenderer
- * except that it is simply a coordinator for workers. The workers compute
- * the pixel values and this renderer simply paints it to the Canvas. As such,
- * it is simply a renderer.
- *
- * TODO
- * - serialize scene and hand it to workers
- * - renderer thread to hand block jobs to workers
- * - pass worker path as option
- *
- * @author zz85 / http://github.com/zz85
- */
- THREE.RaytracingWorkerRenderer = function ( parameters ) {
- console.log( 'THREE.RaytracingWorkerRenderer', THREE.REVISION );
- parameters = parameters || {};
- var scope = this;
- var pool = [];
- var canvas = document.createElement( 'canvas' );
- var context = canvas.getContext( '2d', {
- alpha: parameters.alpha === true
- } );
- var maxRecursionDepth = 3;
- var canvasWidth, canvasHeight;
- var canvasWidthHalf, canvasHeightHalf;
- var clearColor = new THREE.Color( 0x000000 );
- this.domElement = canvas;
- this.autoClear = true;
- var workers = parameters.workers || navigator.hardwareConcurrency || 4;
- console.log('%cSpinning off ' + workers + ' Workers ', 'font-size: 20px; background: black; color: white; font-family: monospace;');
- for (var i = 0; i < workers; i++) {
- var worker = new Worker('js/renderers/RaytracingWorker.js');
- worker.onmessage = function(e) {
- var data = e.data;
- if (!data) return;
- if (data.blockSize) {
- var d = data.data;
- var imagedata = new ImageData(new Uint8ClampedArray(d), data.blockSize, data.blockSize);
- renderer.ctx.putImageData( imagedata, data.blockX, data.blockY );
- } else if (data.type == 'complete') {
- // TODO can terminate worker here or schedule more other jobs...
- }
- }
- pool.push(worker);
- }
- this.setClearColor = function ( color, alpha ) {
- clearColor.set( color );
- };
- this.setPixelRatio = function () {};
- this.setSize = function ( width, height ) {
- canvas.width = width;
- canvas.height = height;
- canvasWidth = canvas.width;
- canvasHeight = canvas.height;
- canvasWidthHalf = Math.floor( canvasWidth / 2 );
- canvasHeightHalf = Math.floor( canvasHeight / 2 );
- context.fillStyle = 'white';
- pool.forEach(function(p, i) {
- p.postMessage({
- init: [ width, height ],
- worker: i,
- workers: pool.length,
- blockSize: 64
- })
- })
- };
- this.setSize( canvas.width, canvas.height );
- this.clear = function () {
- };
- //
- this.render = function ( scene, camera ) {
- reallyThen = Date.now()
- pool.forEach(function(p) {
- p.postMessage({
- render: true
- })
- });
- };
- this.ctx = context;
- };
- THREE.EventDispatcher.prototype.apply( THREE.RaytracingWorkerRenderer.prototype );
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