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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
- * - 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;
- var blockSize = parameters.blockSize || 64;
- 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);
- context.putImageData( imagedata, data.blockX, data.blockY );
- } else if (data.type == 'complete') {
- // TODO can terminate workers after all is done?
- console.log('Worker ' + data.worker, data.time / 1000, (Date.now() - reallyThen) / 1000 + ' s');
- renderNext(this);
- }
- }
- worker.color = new THREE.Color().setHSL(i / workers, 0.8, 0.8).getHexString();
- 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: blockSize,
- initScene: initScene.toString()
- });
- });
- };
- this.setSize( canvas.width, canvas.height );
- this.clear = function () {
- };
- //
- var nextBlock, totalBlocks, xblocks, yblocks;
- function renderNext(worker) {
- var current = nextBlock++;
- if (nextBlock > totalBlocks) {
- return scope.dispatchEvent( { type: "complete" } );
- }
- var blockX = (current % xblocks) * blockSize;
- var blockY = (current / xblocks | 0) * blockSize;
- worker.postMessage({
- render: true,
- x: blockX,
- y: blockY
- });
- context.fillStyle = '#' + worker.color;
- context.fillRect( blockX, blockY, blockSize, blockSize );
- }
- var all = {};
- function serializeObject( o ) {
- all[o.uuid] = {
- position: o.position.toArray(),
- rotation: o.rotation.toArray(),
- scale: o.scale.toArray()
- }
- }
- this.render = function ( scene, camera ) {
- var sceneJSON = scene.toJSON();
- var cameraJSON = camera.toJSON();
- scene.traverse( serializeObject );
- serializeObject( camera );
- pool.forEach(function(worker) {
- worker.postMessage({
- scene: sceneJSON,
- camera: cameraJSON,
- positions: all
- });
- });
- context.clearRect( 0, 0, canvasWidth, canvasHeight );
- reallyThen = Date.now();
- xblocks = Math.ceil(canvasWidth / blockSize);
- yblocks = Math.ceil(canvasHeight / blockSize);
- nextBlock = 0;
- totalBlocks = xblocks * yblocks;
- pool.forEach(renderNext);
- };
- };
- THREE.EventDispatcher.prototype.apply( THREE.RaytracingWorkerRenderer.prototype );
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