--- /dev/null
+/**
+ * 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 );