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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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