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three.jsをThirdPartyに追加
[webglgame/webgl_framework.git] / webglFramework / Thirdparty / three.js-master / examples / js / renderers / RaytracingRenderer.js
diff --git a/webglFramework/Thirdparty/three.js-master/examples/js/renderers/RaytracingRenderer.js b/webglFramework/Thirdparty/three.js-master/examples/js/renderers/RaytracingRenderer.js
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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 taks 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 maxRecursionDepth = 3;
+
+       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 );
+
+                       if ( renderering ) {
+
+                               updateSettings( worker );
+
+                               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 );