RaytracingWorkerRenderer.js 4.5 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. console.log('New Worker!!');
  36. var i = pool.length;
  37. var worker = new Worker('js/renderers/RaytracingWorker.js');
  38. worker.onmessage = function(e) {
  39. var data = e.data;
  40. if (!data) return;
  41. if (data.blockSize) {
  42. var d = data.data;
  43. var imagedata = new ImageData(new Uint8ClampedArray(d), data.blockSize, data.blockSize);
  44. context.putImageData( imagedata, data.blockX, data.blockY );
  45. } else if (data.type == 'complete') {
  46. console.log('Worker ' + data.worker, data.time / 1000, (Date.now() - reallyThen) / 1000 + ' s');
  47. if ( pool.length > workers ) {
  48. pool.splice( pool.indexOf( this ), 1)
  49. return this.terminate();
  50. }
  51. renderNext(this);
  52. }
  53. }
  54. worker.color = new THREE.Color().setHSL(i / workers, 0.8, 0.8).getHexString();
  55. pool.push(worker);
  56. if (renderering) {
  57. worker.postMessage({
  58. init: [ canvasWidth, canvasHeight ],
  59. worker: i,
  60. workers: pool.length,
  61. blockSize: blockSize,
  62. initScene: initScene.toString()
  63. });
  64. renderNext(worker);
  65. }
  66. }
  67. if (!renderering) {
  68. while ( pool.length > workers ) {
  69. pool.pop().terminate();
  70. }
  71. }
  72. };
  73. this.setWorkers( workers );
  74. this.setClearColor = function ( color, alpha ) {
  75. clearColor.set( color );
  76. };
  77. this.setPixelRatio = function () {};
  78. this.setSize = function ( width, height ) {
  79. canvas.width = width;
  80. canvas.height = height;
  81. canvasWidth = canvas.width;
  82. canvasHeight = canvas.height;
  83. canvasWidthHalf = Math.floor( canvasWidth / 2 );
  84. canvasHeightHalf = Math.floor( canvasHeight / 2 );
  85. context.fillStyle = 'white';
  86. pool.forEach( function( p, i ) {
  87. p.postMessage({
  88. init: [ width, height ],
  89. worker: i,
  90. workers: pool.length,
  91. blockSize: blockSize,
  92. initScene: initScene.toString()
  93. });
  94. } );
  95. };
  96. this.setSize( canvas.width, canvas.height );
  97. this.clear = function () {
  98. };
  99. //
  100. var nextBlock, totalBlocks, xblocks, yblocks;
  101. function renderNext(worker) {
  102. var current = nextBlock++;
  103. if (nextBlock > totalBlocks) {
  104. renderering = false;
  105. return scope.dispatchEvent( { type: "complete" } );
  106. }
  107. var blockX = (current % xblocks) * blockSize;
  108. var blockY = (current / xblocks | 0) * blockSize;
  109. worker.postMessage({
  110. render: true,
  111. x: blockX,
  112. y: blockY
  113. });
  114. context.fillStyle = '#' + worker.color;
  115. context.fillRect( blockX, blockY, blockSize, blockSize );
  116. }
  117. var all = {};
  118. function serializeObject( o ) {
  119. all[o.uuid] = {
  120. position: o.position.toArray(),
  121. rotation: o.rotation.toArray(),
  122. scale: o.scale.toArray()
  123. }
  124. }
  125. this.render = function ( scene, camera ) {
  126. renderering = true;
  127. var sceneJSON = scene.toJSON();
  128. var cameraJSON = camera.toJSON();
  129. // scene.traverse( serializeObject );
  130. // serializeObject( camera );
  131. // pool.forEach(function(worker) {
  132. // worker.postMessage({
  133. // scene: sceneJSON,
  134. // camera: cameraJSON,
  135. // positions: all
  136. // });
  137. // });
  138. context.clearRect( 0, 0, canvasWidth, canvasHeight );
  139. reallyThen = Date.now();
  140. xblocks = Math.ceil(canvasWidth / blockSize);
  141. yblocks = Math.ceil(canvasHeight / blockSize);
  142. nextBlock = 0;
  143. totalBlocks = xblocks * yblocks;
  144. pool.forEach(renderNext);
  145. };
  146. };
  147. THREE.EventDispatcher.prototype.apply( THREE.RaytracingWorkerRenderer.prototype );