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/**
* RaytracingRenderer renders by raytracing it's scene. However, it does not
* compute the pixels itself but it hands off and coordinates the tasks for workers.
* The workers compute the pixel values and this renderer simply paints it to the Canvas.
*
* @author zz85 / http://github.com/zz85
*/
THREE.RaytracingRenderer = function ( parameters ) {
console.log( 'THREE.RaytracingRenderer', THREE.REVISION );
parameters = parameters || {};
var scope = this;
var pool = [];
var renderering = false;
var canvas = document.createElement( 'canvas' );
var context = canvas.getContext( '2d', {
alpha: parameters.alpha === true
} );
var canvasWidth, canvasHeight;
var clearColor = new THREE.Color( 0x000000 );
this.domElement = canvas;
this.autoClear = true;
var workers = parameters.workers;
var blockSize = parameters.blockSize || 64;
this.randomize = parameters.randomize;
var toRender = [], workerId = 0, sceneId = 0;
console.log( '%cSpinning off ' + workers + ' Workers ', 'font-size: 20px; background: black; color: white; font-family: monospace;' );
this.setWorkers = function ( w ) {
workers = w || navigator.hardwareConcurrency || 4;
while ( pool.length < workers ) {
var worker = new Worker( parameters.workerPath );
worker.id = workerId ++;
worker.onmessage = function ( e ) {
var data = e.data;
if ( ! data ) return;
if ( data.blockSize && sceneId == data.sceneId ) { // we match sceneId here to be sure
var imagedata = new ImageData( new Uint8ClampedArray( data.data ), data.blockSize, data.blockSize );
context.putImageData( imagedata, data.blockX, data.blockY );
// completed
console.log( 'Worker ' + this.id, data.time / 1000, ( Date.now() - reallyThen ) / 1000 + ' s' );
if ( pool.length > workers ) {
pool.splice( pool.indexOf( this ), 1 );
return this.terminate();
}
renderNext( this );
}
};
worker.color = new THREE.Color().setHSL( Math.random(), 0.8, 0.8 ).getHexString();
pool.push( worker );
updateSettings( worker );
if ( renderering ) {
worker.postMessage( {
scene: sceneJSON,
camera: cameraJSON,
annex: materials,
sceneId: sceneId
} );
renderNext( worker );
}
}
if ( ! renderering ) {
while ( pool.length > workers ) {
pool.pop().terminate();
}
}
};
this.setWorkers( workers );
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;
context.fillStyle = 'white';
pool.forEach( updateSettings );
};
this.setSize( canvas.width, canvas.height );
this.clear = function () {
};
//
var totalBlocks, xblocks, yblocks;
function updateSettings( worker ) {
worker.postMessage( {
init: [ canvasWidth, canvasHeight ],
worker: worker.id,
// workers: pool.length,
blockSize: blockSize
} );
}
function renderNext( worker ) {
if ( ! toRender.length ) {
renderering = false;
return scope.dispatchEvent( { type: "complete" } );
}
var current = toRender.pop();
var blockX = ( current % xblocks ) * blockSize;
var blockY = ( current / xblocks | 0 ) * blockSize;
worker.postMessage( {
render: true,
x: blockX,
y: blockY,
sceneId: sceneId
} );
context.fillStyle = '#' + worker.color;
context.fillRect( blockX, blockY, blockSize, blockSize );
}
var materials = {};
var sceneJSON, cameraJSON, reallyThen;
// additional properties that were not serialize automatically
var _annex = {
mirror: 1,
reflectivity: 1,
refractionRatio: 1,
glass: 1
};
function serializeObject( o ) {
var mat = o.material;
if ( ! mat || mat.uuid in materials ) return;
var props = {};
for ( var m in _annex ) {
if ( mat[ m ] !== undefined ) {
props[ m ] = mat[ m ];
}
}
materials[ mat.uuid ] = props;
}
this.render = function ( scene, camera ) {
renderering = true;
// update scene graph
if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
// update camera matrices
if ( camera.parent === null ) camera.updateMatrixWorld();
sceneJSON = scene.toJSON();
cameraJSON = camera.toJSON();
++ sceneId;
scene.traverse( serializeObject );
pool.forEach( function ( worker ) {
worker.postMessage( {
scene: sceneJSON,
camera: cameraJSON,
annex: materials,
sceneId: sceneId
} );
} );
context.clearRect( 0, 0, canvasWidth, canvasHeight );
reallyThen = Date.now();
xblocks = Math.ceil( canvasWidth / blockSize );
yblocks = Math.ceil( canvasHeight / blockSize );
totalBlocks = xblocks * yblocks;
toRender = [];
for ( var i = 0; i < totalBlocks; i ++ ) {
toRender.push( i );
}
// Randomize painting :)
if ( scope.randomize ) {
for ( var i = 0; i < totalBlocks; i ++ ) {
var swap = Math.random() * totalBlocks | 0;
var tmp = toRender[ swap ];
toRender[ swap ] = toRender[ i ];
toRender[ i ] = tmp;
}
}
pool.forEach( renderNext );
};
};
Object.assign( THREE.RaytracingRenderer.prototype, THREE.EventDispatcher.prototype );
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