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| var worker;var BLOCK = 128;var startX, startY, division, completed = 0;var scene, camera, renderer, loader, sceneId;importScripts( '../../../build/three.js' );self.onmessage = function( e ) {	var data = e.data;	if ( ! data ) return;	if ( data.init ) {		var			width = data.init[ 0 ],			height = data.init[ 1 ];		worker = data.worker;		BLOCK = data.blockSize;		if ( ! renderer ) renderer = new THREE.RaytracingRendererWorker();		if ( ! loader ) loader = new THREE.ObjectLoader();		renderer.setSize( width, height );		// TODO fix passing maxRecursionDepth as parameter.		// if (data.maxRecursionDepth) maxRecursionDepth = data.maxRecursionDepth;		completed = 0;	}	if ( data.scene ) {		scene = loader.parse( data.scene );		camera = loader.parse( data.camera );		var meta = data.annex;		scene.traverse( function( o ) {			if ( o instanceof THREE.PointLight ) {				o.physicalAttenuation = true;			}			var mat = o.material;			if (!mat) return;			var material = meta[ mat.uuid ];			for (var m in material) {				mat[ m ] = material[ m ];			}		} );		sceneId = data.sceneId;	}	if ( data.render && scene && camera ) {		startX = data.x;		startY = data.y;		renderer.render( scene, camera );	}}/** * DOM-less version of Raytracing Renderer * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ * @author zz95 / http://github.com/zz85 */THREE.RaytracingRendererWorker = function ( parameters ) {	console.log( 'THREE.RaytracingRendererWorker', THREE.REVISION );	parameters = parameters || {};	var scope = this;	var maxRecursionDepth = 3;	var canvasWidth, canvasHeight;	var canvasWidthHalf, canvasHeightHalf;	var origin = new THREE.Vector3();	var direction = new THREE.Vector3();	var cameraPosition = new THREE.Vector3();	var raycaster = new THREE.Raycaster( origin, direction );	var raycasterLight = new THREE.Raycaster();	var perspective;	var modelViewMatrix = new THREE.Matrix4();	var cameraNormalMatrix = new THREE.Matrix3();	var objects;	var lights = [];	var cache = {};	this.setSize = function ( width, height ) {		canvasWidth = width;		canvasHeight = height;		canvasWidthHalf = Math.floor( canvasWidth / 2 );		canvasHeightHalf = Math.floor( canvasHeight / 2 );	};	//	var spawnRay = ( function () {		var diffuseColor = new THREE.Color();		var specularColor = new THREE.Color();		var lightColor = new THREE.Color();		var schlick = new THREE.Color();		var lightContribution = new THREE.Color();		var eyeVector = new THREE.Vector3();		var lightVector = new THREE.Vector3();		var normalVector = new THREE.Vector3();		var halfVector = new THREE.Vector3();		var localPoint = new THREE.Vector3();		var reflectionVector = new THREE.Vector3();		var tmpVec = new THREE.Vector3();		var tmpColor = [];		for ( var i = 0; i < maxRecursionDepth; i ++ ) {			tmpColor[ i ] = new THREE.Color();		}		return function spawnRay( rayOrigin, rayDirection, outputColor, recursionDepth ) {			var ray = raycaster.ray;			ray.origin = rayOrigin;			ray.direction = rayDirection;			//			var rayLight = raycasterLight.ray;			//			outputColor.setRGB( 0, 0, 0 );			//			var intersections = raycaster.intersectObjects( objects, true );			// ray didn't find anything			// (here should come setting of background color?)			if ( intersections.length === 0 ) {				return;			}			// ray hit			var intersection = intersections[ 0 ];			var point = intersection.point;			var object = intersection.object;			var material = object.material;			var face = intersection.face;			var vertices = object.geometry.vertices;			//			var _object = cache[ object.id ];			localPoint.copy( point ).applyMatrix4( _object.inverseMatrix );			eyeVector.subVectors( raycaster.ray.origin, point ).normalize();			// resolve pixel diffuse color			if ( material instanceof THREE.MeshLambertMaterial ||				 material instanceof THREE.MeshPhongMaterial ||				 material instanceof THREE.MeshBasicMaterial ) {				diffuseColor.copyGammaToLinear( material.color );			} else {				diffuseColor.setRGB( 1, 1, 1 );			}			if ( material.vertexColors === THREE.FaceColors ) {				diffuseColor.multiply( face.color );			}			// compute light shading			rayLight.origin.copy( point );			if ( material instanceof THREE.MeshBasicMaterial ) {				for ( var i = 0, l = lights.length; i < l; i ++ ) {					var light = lights[ i ];					lightVector.setFromMatrixPosition( light.matrixWorld );					lightVector.sub( point );					rayLight.direction.copy( lightVector ).normalize();					var intersections = raycasterLight.intersectObjects( objects, true );					// point in shadow					if ( intersections.length > 0 ) continue;					// point visible					outputColor.add( diffuseColor );				}			} else if ( material instanceof THREE.MeshLambertMaterial ||						material instanceof THREE.MeshPhongMaterial ) {				var normalComputed = false;				for ( var i = 0, l = lights.length; i < l; i ++ ) {					var light = lights[ i ];					lightColor.copyGammaToLinear( light.color );					lightVector.setFromMatrixPosition( light.matrixWorld );					lightVector.sub( point );					rayLight.direction.copy( lightVector ).normalize();					var intersections = raycasterLight.intersectObjects( objects, true );					// point in shadow					if ( intersections.length > 0 ) continue;					// point lit					if ( normalComputed === false ) {						// the same normal can be reused for all lights						// (should be possible to cache even more)						computePixelNormal( normalVector, localPoint, material.shading, face, vertices );						normalVector.applyMatrix3( _object.normalMatrix ).normalize();						normalComputed = true;					}					// compute attenuation					var attenuation = 1.0;					if ( light.physicalAttenuation === true ) {						attenuation = lightVector.length();						attenuation = 1.0 / ( attenuation * attenuation );					}					lightVector.normalize();					// compute diffuse					var dot = Math.max( normalVector.dot( lightVector ), 0 );					var diffuseIntensity = dot * light.intensity;					lightContribution.copy( diffuseColor );					lightContribution.multiply( lightColor );					lightContribution.multiplyScalar( diffuseIntensity * attenuation );					outputColor.add( lightContribution );					// compute specular					if ( material instanceof THREE.MeshPhongMaterial ) {						halfVector.addVectors( lightVector, eyeVector ).normalize();						var dotNormalHalf = Math.max( normalVector.dot( halfVector ), 0.0 );						var specularIntensity = Math.max( Math.pow( dotNormalHalf, material.shininess ), 0.0 ) * diffuseIntensity;						var specularNormalization = ( material.shininess + 2.0 ) / 8.0;						specularColor.copyGammaToLinear( material.specular );						var alpha = Math.pow( Math.max( 1.0 - lightVector.dot( halfVector ), 0.0 ), 5.0 );						schlick.r = specularColor.r + ( 1.0 - specularColor.r ) * alpha;						schlick.g = specularColor.g + ( 1.0 - specularColor.g ) * alpha;						schlick.b = specularColor.b + ( 1.0 - specularColor.b ) * alpha;						lightContribution.copy( schlick );						lightContribution.multiply( lightColor );						lightContribution.multiplyScalar( specularNormalization * specularIntensity * attenuation );						outputColor.add( lightContribution );					}				}			}			// reflection / refraction			var reflectivity = material.reflectivity;			if ( ( material.mirror || material.glass ) && reflectivity > 0 && recursionDepth < maxRecursionDepth ) {				if ( material.mirror ) {					reflectionVector.copy( rayDirection );					reflectionVector.reflect( normalVector );				} else if ( material.glass ) {					var eta = material.refractionRatio;					var dotNI = rayDirection.dot( normalVector );					var k = 1.0 - eta * eta * ( 1.0 - dotNI * dotNI );					if ( k < 0.0 ) {						reflectionVector.set( 0, 0, 0 );					} else {						reflectionVector.copy( rayDirection );						reflectionVector.multiplyScalar( eta );						var alpha = eta * dotNI + Math.sqrt( k );						tmpVec.copy( normalVector );						tmpVec.multiplyScalar( alpha );						reflectionVector.sub( tmpVec );					}				}				var theta = Math.max( eyeVector.dot( normalVector ), 0.0 );				var rf0 = reflectivity;				var fresnel = rf0 + ( 1.0 - rf0 ) * Math.pow( ( 1.0 - theta ), 5.0 );				var weight = fresnel;				var zColor = tmpColor[ recursionDepth ];				spawnRay( point, reflectionVector, zColor, recursionDepth + 1 );				if ( material.specular !== undefined ) {					zColor.multiply( material.specular );				}				zColor.multiplyScalar( weight );				outputColor.multiplyScalar( 1 - weight );				outputColor.add( zColor );			}		};	}() );	var computePixelNormal = ( function () {		var tmpVec1 = new THREE.Vector3();		var tmpVec2 = new THREE.Vector3();		var tmpVec3 = new THREE.Vector3();		return function computePixelNormal( outputVector, point, shading, face, vertices ) {			var faceNormal = face.normal;			var vertexNormals = face.vertexNormals;			if ( shading === THREE.FlatShading ) {				outputVector.copy( faceNormal );			} else if ( shading === THREE.SmoothShading ) {				// compute barycentric coordinates				var vA = vertices[ face.a ];				var vB = vertices[ face.b ];				var vC = vertices[ face.c ];				tmpVec3.crossVectors( tmpVec1.subVectors( vB, vA ), tmpVec2.subVectors( vC, vA ) );				var areaABC = faceNormal.dot( tmpVec3 );				tmpVec3.crossVectors( tmpVec1.subVectors( vB, point ), tmpVec2.subVectors( vC, point ) );				var areaPBC = faceNormal.dot( tmpVec3 );				var a = areaPBC / areaABC;				tmpVec3.crossVectors( tmpVec1.subVectors( vC, point ), tmpVec2.subVectors( vA, point ) );				var areaPCA = faceNormal.dot( tmpVec3 );				var b = areaPCA / areaABC;				var c = 1.0 - a - b;				// compute interpolated vertex normal				tmpVec1.copy( vertexNormals[ 0 ] );				tmpVec1.multiplyScalar( a );				tmpVec2.copy( vertexNormals[ 1 ] );				tmpVec2.multiplyScalar( b );				tmpVec3.copy( vertexNormals[ 2 ] );				tmpVec3.multiplyScalar( c );				outputVector.addVectors( tmpVec1, tmpVec2 );				outputVector.add( tmpVec3 );			}		};	}() );	var renderBlock = ( function () {		var blockSize = BLOCK;		var data = new Uint8ClampedArray( blockSize * blockSize * 4 );		var pixelColor = new THREE.Color();		return function renderBlock( blockX, blockY ) {			var index = 0;			for ( var y = 0; y < blockSize; y ++ ) {				for ( var x = 0; x < blockSize; x ++, index += 4 ) {					// spawn primary ray at pixel position					origin.copy( cameraPosition );					direction.set( x + blockX - canvasWidthHalf, - ( y + blockY - canvasHeightHalf ), - perspective );					direction.applyMatrix3( cameraNormalMatrix ).normalize();					spawnRay( origin, direction, pixelColor, 0 );					// convert from linear to gamma					data[ index ]     = Math.sqrt( pixelColor.r ) * 255;					data[ index + 1 ] = Math.sqrt( pixelColor.g ) * 255;					data[ index + 2 ] = Math.sqrt( pixelColor.b ) * 255;					data[ index + 3 ] = 255;				}			}			// Use transferable objects! :)			self.postMessage( {				data: data.buffer,				blockX: blockX,				blockY: blockY,				blockSize: blockSize,				sceneId: sceneId,				time: Date.now() - reallyThen, // time for this renderer			}, [ data.buffer ] );			data = new Uint8ClampedArray( blockSize * blockSize * 4 );			// OK Done!			completed ++;		};	}() );	this.render = function ( scene, camera ) {		reallyThen = Date.now()		// update scene graph		if ( scene.autoUpdate === true ) scene.updateMatrixWorld();		// update camera matrices		if ( camera.parent === null ) camera.updateMatrixWorld();		camera.matrixWorldInverse.getInverse( camera.matrixWorld );		cameraPosition.setFromMatrixPosition( camera.matrixWorld );		//		cameraNormalMatrix.getNormalMatrix( camera.matrixWorld );		origin.copy( cameraPosition );		perspective = 0.5 / Math.tan( THREE.Math.degToRad( camera.fov * 0.5 ) ) * canvasHeight;		objects = scene.children;		// collect lights and set up object matrices		lights.length = 0;		scene.traverse( function ( object ) {			if ( object instanceof THREE.Light ) {				lights.push( object );			}			if ( cache[ object.id ] === undefined ) {				cache[ object.id ] = {					normalMatrix: new THREE.Matrix3(),					inverseMatrix: new THREE.Matrix4()				};			}			modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );			var _object = cache[ object.id ];			_object.normalMatrix.getNormalMatrix( modelViewMatrix );			_object.inverseMatrix.getInverse( object.matrixWorld );		} );		renderBlock( startX, startY );	};};Object.assign( THREE.RaytracingRendererWorker.prototype, THREE.EventDispatcher.prototype );
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