提交 1fdcba0e 编写于 作者: J Joshua Koo

Raytracing: RaytracingWorkerRenderer.js -> RaytracingRenderer.js

- also raytracing_sandbox_workers.html -> raytracing_sandbox.html
上级 b076fcb7
......@@ -475,8 +475,7 @@
"canvas_sandbox"
],
"raytracing": [
"raytracing_sandbox",
"raytracing_sandbox_workers"
"raytracing_sandbox"
],
"software": [
"software_geometry_earth",
......
/**
* @author mrdoob / http://mrdoob.com/
* @author alteredq / http://alteredqualia.com/
* 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 ) {
......@@ -10,6 +13,8 @@ THREE.RaytracingRenderer = function ( parameters ) {
parameters = parameters || {};
var scope = this;
var pool = [];
var renderering = false;
var canvas = document.createElement( 'canvas' );
var context = canvas.getContext( '2d', {
......@@ -23,469 +28,198 @@ THREE.RaytracingRenderer = function ( parameters ) {
var clearColor = new THREE.Color( 0x000000 );
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 = {};
var animationFrameId = null;
this.domElement = canvas;
this.autoClear = true;
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;
canvasWidthHalf = Math.floor( canvasWidth / 2 );
canvasHeightHalf = Math.floor( canvasHeight / 2 );
context.fillStyle = 'white';
};
this.setSize( canvas.width, canvas.height );
this.clear = function () {
};
//
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 );
var workers = parameters.workers;
var blockSize = parameters.blockSize || 64;
var toRender = [], workerId = 0, sceneId = 0;
lightVector.setFromMatrixPosition( light.matrixWorld );
lightVector.sub( point );
console.log( '%cSpinning off ' + workers + ' Workers ', 'font-size: 20px; background: black; color: white; font-family: monospace;' );
rayLight.direction.copy( lightVector ).normalize();
this.setWorkers = function( w ) {
var intersections = raycasterLight.intersectObjects( objects, true );
workers = w || navigator.hardwareConcurrency || 4;
// point in shadow
while ( pool.length < workers ) {
var worker = new Worker( parameters.workerPath );
worker.id = workerId++;
if ( intersections.length > 0 ) continue;
worker.onmessage = function( e ) {
// point lit
var data = e.data;
if ( normalComputed === false ) {
if ( ! data ) return;
// the same normal can be reused for all lights
// (should be possible to cache even more)
if ( data.blockSize && sceneId == data.sceneId ) { // we match sceneId here to be sure
computePixelNormal( normalVector, localPoint, material.shading, face, vertices );
normalVector.applyMatrix3( _object.normalMatrix ).normalize();
var imagedata = new ImageData( new Uint8ClampedArray( data.data ), data.blockSize, data.blockSize );
context.putImageData( imagedata, data.blockX, data.blockY );
normalComputed = true;
// completed
}
// compute attenuation
var attenuation = 1.0;
console.log( 'Worker ' + this.id, data.time / 1000, ( Date.now() - reallyThen ) / 1000 + ' s' );
if ( light.physicalAttenuation === true ) {
if ( pool.length > workers ) {
attenuation = lightVector.length();
attenuation = 1.0 / ( attenuation * attenuation );
pool.splice( pool.indexOf( this ), 1 );
return this.terminate();
}
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 );
}
renderNext( this );
}
}
// 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 {
worker.color = new THREE.Color().setHSL( Math.random() , 0.8, 0.8 ).getHexString();
pool.push( worker );
reflectionVector.copy( rayDirection );
reflectionVector.multiplyScalar( eta );
if ( renderering ) {
var alpha = eta * dotNI + Math.sqrt( k );
tmpVec.copy( normalVector );
tmpVec.multiplyScalar( alpha );
reflectionVector.sub( tmpVec );
updateSettings( worker );
}
}
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 );
}
worker.postMessage( {
scene: sceneJSON,
camera: cameraJSON,
annex: materials,
sceneId: sceneId
} );
zColor.multiplyScalar( weight );
outputColor.multiplyScalar( 1 - weight );
outputColor.add( zColor );
renderNext( worker );
}
};
}() );
}
var computePixelNormal = ( function () {
if ( ! renderering ) {
var tmpVec1 = new THREE.Vector3();
var tmpVec2 = new THREE.Vector3();
var tmpVec3 = new THREE.Vector3();
while ( pool.length > workers ) {
return function computePixelNormal( outputVector, point, shading, face, vertices ) {
pool.pop().terminate();
var faceNormal = face.normal;
var vertexNormals = face.vertexNormals;
}
if ( shading === THREE.FlatShading ) {
}
outputVector.copy( faceNormal );
};
} else if ( shading === THREE.SmoothShading ) {
this.setWorkers( workers );
// compute barycentric coordinates
this.setClearColor = function ( color, alpha ) {
var vA = vertices[ face.a ];
var vB = vertices[ face.b ];
var vC = vertices[ face.c ];
clearColor.set( color );
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;
this.setPixelRatio = function () {};
tmpVec3.crossVectors( tmpVec1.subVectors( vC, point ), tmpVec2.subVectors( vA, point ) );
var areaPCA = faceNormal.dot( tmpVec3 );
var b = areaPCA / areaABC;
this.setSize = function ( width, height ) {
var c = 1.0 - a - b;
canvas.width = width;
canvas.height = height;
// compute interpolated vertex normal
canvasWidth = canvas.width;
canvasHeight = canvas.height;
tmpVec1.copy( vertexNormals[ 0 ] );
tmpVec1.multiplyScalar( a );
canvasWidthHalf = Math.floor( canvasWidth / 2 );
canvasHeightHalf = Math.floor( canvasHeight / 2 );
tmpVec2.copy( vertexNormals[ 1 ] );
tmpVec2.multiplyScalar( b );
context.fillStyle = 'white';
tmpVec3.copy( vertexNormals[ 2 ] );
tmpVec3.multiplyScalar( c );
pool.forEach( updateSettings );
outputVector.addVectors( tmpVec1, tmpVec2 );
outputVector.add( tmpVec3 );
};
}
this.setSize( canvas.width, canvas.height );
};
this.clear = function () {
}() );
};
var renderBlock = ( function () {
//
var blockSize = 64;
var totalBlocks, xblocks, yblocks;
var canvasBlock = document.createElement( 'canvas' );
canvasBlock.width = blockSize;
canvasBlock.height = blockSize;
function updateSettings( worker ) {
var contextBlock = canvasBlock.getContext( '2d', {
worker.postMessage( {
alpha: parameters.alpha === true
init: [ canvasWidth, canvasHeight ],
worker: worker.id,
// workers: pool.length,
blockSize: blockSize
} );
var imagedata = contextBlock.getImageData( 0, 0, blockSize, blockSize );
var data = imagedata.data;
}
var pixelColor = new THREE.Color();
function renderNext( worker ) {
if ( ! toRender.length ) {
return function renderBlock( blockX, blockY ) {
renderering = false;
return scope.dispatchEvent( { type: "complete" } );
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 );
var current = toRender.pop();
direction.set( x + blockX - canvasWidthHalf, - ( y + blockY - canvasHeightHalf ), - perspective );
direction.applyMatrix3( cameraNormalMatrix ).normalize();
var blockX = ( current % xblocks ) * blockSize;
var blockY = ( current / xblocks | 0 ) * blockSize;
spawnRay( origin, direction, pixelColor, 0 );
worker.postMessage( {
render: true,
x: blockX,
y: blockY,
sceneId: sceneId
} );
// convert from linear to gamma
context.fillStyle = '#' + worker.color;
data[ index ] = Math.sqrt( pixelColor.r ) * 255;
data[ index + 1 ] = Math.sqrt( pixelColor.g ) * 255;
data[ index + 2 ] = Math.sqrt( pixelColor.b ) * 255;
context.fillRect( blockX, blockY, blockSize, blockSize );
}
}
}
var materials = {};
context.putImageData( imagedata, blockX, blockY );
var sceneJSON, cameraJSON, reallyThen;
blockX += blockSize;
// additional properties that were not serialize automatically
if ( blockX >= canvasWidth ) {
var _annex = {
blockX = 0;
blockY += blockSize;
mirror: 1,
reflectivity: 1,
refractionRatio: 1,
glass: 1,
if ( blockY >= canvasHeight ) {
};
scope.dispatchEvent( { type: "complete" } );
return;
function serializeObject( o ) {
}
var mat = o.material;
}
if ( ! mat || mat.uuid in materials ) return;
context.fillRect( blockX, blockY, blockSize, blockSize );
var props = {};
for ( var m in _annex ) {
animationFrameId = requestAnimationFrame( function () {
if ( mat[ m ] !== undefined ) {
renderBlock( blockX, blockY );
props[ m ] = mat[ m ];
} );
}
};
}
}() );
materials[ mat.uuid ] = props;
}
this.render = function ( scene, camera ) {
if ( this.autoClear === true ) this.clear();
cancelAnimationFrame( animationFrameId );
renderering = true;
// update scene graph
......@@ -495,49 +229,56 @@ THREE.RaytracingRenderer = function ( parameters ) {
if ( camera.parent === null ) camera.updateMatrixWorld();
camera.matrixWorldInverse.getInverse( camera.matrixWorld );
cameraPosition.setFromMatrixPosition( camera.matrixWorld );
//
sceneJSON = scene.toJSON();
cameraJSON = camera.toJSON();
++ sceneId;
cameraNormalMatrix.getNormalMatrix( camera.matrixWorld );
origin.copy( cameraPosition );
scene.traverse( serializeObject );
perspective = 0.5 / Math.tan( THREE.Math.degToRad( camera.fov * 0.5 ) ) * canvasHeight;
pool.forEach( function( worker ) {
objects = scene.children;
worker.postMessage( {
scene: sceneJSON,
camera: cameraJSON,
annex: materials,
sceneId: sceneId
} );
} );
// collect lights and set up object matrices
context.clearRect( 0, 0, canvasWidth, canvasHeight );
reallyThen = Date.now();
lights.length = 0;
xblocks = Math.ceil( canvasWidth / blockSize );
yblocks = Math.ceil( canvasHeight / blockSize );
totalBlocks = xblocks * yblocks;
scene.traverse( function ( object ) {
toRender = [];
if ( object instanceof THREE.Light ) {
for ( var i = 0; i < totalBlocks; i ++ ) {
lights.push( object );
toRender.push( i );
}
}
if ( cache[ object.id ] === undefined ) {
cache[ object.id ] = {
normalMatrix: new THREE.Matrix3(),
inverseMatrix: new THREE.Matrix4()
};
// Randomize painting :)
}
if ( scope.randomize ) {
modelViewMatrix.multiplyMatrices( camera.matrixWorldInverse, object.matrixWorld );
for ( var i = 0; i < totalBlocks; i ++ ) {
var _object = cache[ object.id ];
var swap = Math.random() * totalBlocks | 0;
var tmp = toRender[ swap ];
toRender[ swap ] = toRender[ i ];
toRender[ i ] = tmp;
_object.normalMatrix.getNormalMatrix( modelViewMatrix );
_object.inverseMatrix.getInverse( object.matrixWorld );
}
}
} );
renderBlock( 0, 0 );
pool.forEach( renderNext );
};
......
var workers, worker;
var worker;
var BLOCK = 128;
var startX, startY, division, completed = 0;
......@@ -19,7 +19,6 @@ self.onmessage = function( e ) {
height = data.init[ 1 ];
worker = data.worker;
workers = data.workers;
BLOCK = data.blockSize;
if ( ! renderer ) renderer = new THREE.RaytracingRendererWorker();
......@@ -487,7 +486,7 @@ THREE.RaytracingRendererWorker = function ( parameters ) {
}
}
// Use transferable objects! :)
self.postMessage( {
data: data.buffer,
......
/**
* The way to use RaytracingWorkerRenderer is similar to RaytracingRenderer
* except that it is simply a coordinator for workers. The workers compute
* the pixel values and this renderer simply paints it to the Canvas. As such,
* it is simply a renderer.
*
* TODO
* - serialize scene and hand it to workers
* - pass worker path as option
*
* @author zz85 / http://github.com/zz85
*/
THREE.RaytracingWorkerRenderer = function ( parameters ) {
console.log( 'THREE.RaytracingWorkerRenderer', 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 canvasWidthHalf, canvasHeightHalf;
var clearColor = new THREE.Color( 0x000000 );
this.domElement = canvas;
this.autoClear = true;
var workers = parameters.workers;
var blockSize = parameters.blockSize || 64;
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( 'js/renderers/RaytracingWorker.js' );
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;
canvasWidthHalf = Math.floor( canvasWidth / 2 );
canvasHeightHalf = Math.floor( canvasHeight / 2 );
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 );
};
};
THREE.EventDispatcher.prototype.apply( THREE.RaytracingWorkerRenderer.prototype );
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js - raytracing renderer</title>
<title>three.js - raytracing renderer with web workers</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
......@@ -14,36 +14,27 @@
</style>
</head>
<body>
<script src="../build/three.min.js"></script>
<script src="js/renderers/RaytracingRenderer.js"></script>
<script>
var container;
var hash = location.hash ? location.hash.substring( 1 ) : '3';
var WORKERS = + hash || navigator.hardwareConcurrency || 3;
var container, info;
var camera, controls, scene, renderer;
var torus, cube;
var torus, cube, objects = [];
init();
render();
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
var info = document.createElement( 'div' );
info.style.position = 'absolute';
info.style.top = '10px';
info.style.width = '100%';
info.style.zIndex = '100';
info.style.textAlign = 'center';
info.innerHTML = '<a href="http://threejs.org" target="_blank">three.js<a/> - raytracing renderer';
container.appendChild( info );
function initScene( width, height ) {
camera = new THREE.PerspectiveCamera( 60, window.innerWidth / window.innerHeight, 1, 1000 );
camera = new THREE.PerspectiveCamera( 60, width / height, 1, 1000 );
camera.position.z = 600;
scene = new THREE.Scene();
......@@ -157,51 +148,54 @@
sphere = new THREE.Mesh( sphereGeometry, phongMaterial );
sphere.scale.multiplyScalar( 0.5 );
sphere.position.set( -50, -250+5, -50 );
sphere.position.set( - 50, - 250 + 5, - 50 );
scene.add( sphere );
objects.push ( sphere );
sphere2 = new THREE.Mesh( sphereGeometry, mirrorMaterialSmooth );
sphere2.scale.multiplyScalar( 0.5 );
sphere2.position.set( 175, -250+5, -150 );
sphere2.position.set( 175, - 250 + 5, - 150 );
scene.add( sphere2 );
objects.push ( sphere2 );
// Box
box = new THREE.Mesh( boxGeometry, mirrorMaterialFlat );
box.position.set( -175, -250+2.5, -150 );
box.position.set( - 175, - 250 + 2.5, - 150 );
box.rotation.y = 0.5;
scene.add( box );
objects.push ( box );
// Glass
glass = new THREE.Mesh( sphereGeometry, glassMaterialSmooth );
glass.scale.multiplyScalar( 0.5 );
glass.position.set( 75, -250+5, -75 );
glass.position.set( 75, - 250 + 5, - 75 );
glass.rotation.y = 0.5;
scene.add( glass );
// bottom
plane = new THREE.Mesh( planeGeometry, phongMaterialBoxBottom );
plane.position.set( 0, -300+2.5, -300 );
plane.position.set( 0, - 300 + 2.5, - 300 );
scene.add( plane );
// top
plane = new THREE.Mesh( planeGeometry, phongMaterialBox );
plane.position.set( 0, 300-2.5, -300 );
plane.position.set( 0, 300 - 2.5, - 300 );
scene.add( plane );
// back
plane = new THREE.Mesh( planeGeometry, phongMaterialBox );
plane.rotation.x = 1.57;
plane.position.set( 0, 0, -300 );
plane.position.set( 0, 0, - 300 );
scene.add( plane );
plane = new THREE.Mesh( planeGeometry, mirrorMaterialFlatDark );
plane.rotation.x = 1.57;
plane.position.set( 0, 0, -300+10 );
plane.position.set( 0, 0, - 300 + 10 );
plane.scale.multiplyScalar( 0.85 );
scene.add( plane );
......@@ -209,14 +203,14 @@
plane = new THREE.Mesh( planeGeometry, phongMaterialBoxLeft );
plane.rotation.z = 1.57;
plane.position.set( -300, 0, -300 );
plane.position.set( - 300, 0, - 300 );
scene.add( plane );
// right
plane = new THREE.Mesh( planeGeometry, phongMaterialBoxRight );
plane.rotation.z = 1.57;
plane.position.set( 300, 0, -300 );
plane.position.set( 300, 0, - 300 );
scene.add( plane );
// light
......@@ -224,7 +218,7 @@
var intensity = 70000;
var light = new THREE.PointLight( 0xffaa55, intensity );
light.position.set( -200, 100, 100 );
light.position.set( - 200, 100, 100 );
light.physicalAttenuation = true;
scene.add( light );
......@@ -238,9 +232,33 @@
light.physicalAttenuation = true;
scene.add( light );
}
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
info = document.createElement( 'div' );
info.style.position = 'absolute';
info.style.top = '10px';
info.style.width = '100%';
info.style.zIndex = '100';
info.style.textAlign = 'center';
container.appendChild( info );
updateWorkers()
//
initScene( window.innerWidth, window.innerHeight );
//
renderer = new THREE.RaytracingRenderer();
renderer = new THREE.RaytracingRenderer( {
workers: WORKERS,
workerPath: 'js/renderers/RaytracingWorker.js'
} );
renderer.setClearColor( 0xf0f0f0 );
renderer.setSize( window.innerWidth, window.innerHeight );
......@@ -250,14 +268,50 @@
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', function( e ) {
renderer.setSize( innerWidth, innerHeight );
} );
}
function updateWorkers( x ) {
if ( x ) {
WORKERS = Math.max( 1, WORKERS + x );
renderer.setWorkers( WORKERS );
}
info.innerHTML = '<a href="http://threejs.org" target="_blank">three.js<a/> - raytracing renderer (using ' + WORKERS + ' <button onclick="updateWorkers(-1)">-</button><button onclick="updateWorkers(1)">+</button> web workers)' +
'<br/><button onclick="rearrange()">Rearrange</button><button onclick="render()">Render</button>';
}
function rearrange() {
objects.forEach( function( o ) {
o.position.y += ( Math.random() - 0.5 ) * 100;
o.position.x += ( Math.random() - 0.5 ) * 400;
o.position.z += ( Math.random() - 0.5 ) * 400;
} );
}
function render() {
renderer.render( scene, camera );
}
</script>
</body>
......
<!DOCTYPE html>
<html lang="en">
<head>
<title>three.js - raytracing renderer with web workers</title>
<meta charset="utf-8">
<meta name="viewport" content="width=device-width, user-scalable=no, minimum-scale=1.0, maximum-scale=1.0">
<style>
body {
font-family: Monospace;
color: #ffffff;
margin: 0px;
padding: 0px;
}
</style>
</head>
<body>
<script src="../build/three.min.js"></script>
<script src="js/renderers/RaytracingWorkerRenderer.js"></script>
<script>
var hash = location.hash ? location.hash.substring( 1 ) : '3';
var WORKERS = + hash || navigator.hardwareConcurrency || 3;
var container, info;
var camera, controls, scene, renderer;
var torus, cube, objects = [];
init();
render();
function initScene( width, height ) {
camera = new THREE.PerspectiveCamera( 60, width / height, 1, 1000 );
camera.position.z = 600;
scene = new THREE.Scene();
// materials
var phongMaterial = new THREE.MeshPhongMaterial( {
color: 0xffffff,
specular: 0x222222,
shininess: 150,
vertexColors: THREE.NoColors,
shading: THREE.SmoothShading
} );
var phongMaterialBox = new THREE.MeshPhongMaterial( {
color: 0xffffff,
specular: 0x111111,
shininess: 100,
vertexColors: THREE.NoColors,
shading: THREE.FlatShading
} );
var phongMaterialBoxBottom = new THREE.MeshPhongMaterial( {
color: 0x666666,
specular: 0x111111,
shininess: 100,
vertexColors: THREE.NoColors,
shading: THREE.FlatShading
} );
var phongMaterialBoxLeft = new THREE.MeshPhongMaterial( {
color: 0x990000,
specular: 0x111111,
shininess: 100,
vertexColors: THREE.NoColors,
shading: THREE.FlatShading
} );
var phongMaterialBoxRight = new THREE.MeshPhongMaterial( {
color: 0x0066ff,
specular: 0x111111,
shininess: 100,
vertexColors: THREE.NoColors,
shading: THREE.FlatShading
} );
var mirrorMaterialFlat = new THREE.MeshPhongMaterial( {
color: 0x000000,
specular: 0xff8888,
shininess: 10000,
vertexColors: THREE.NoColors,
shading: THREE.FlatShading
} );
mirrorMaterialFlat.mirror = true;
mirrorMaterialFlat.reflectivity = 1;
var mirrorMaterialFlatDark = new THREE.MeshPhongMaterial( {
color: 0x000000,
specular: 0xaaaaaa,
shininess: 10000,
vertexColors: THREE.NoColors,
shading: THREE.FlatShading
} );
mirrorMaterialFlatDark.mirror = true;
mirrorMaterialFlatDark.reflectivity = 1;
var mirrorMaterialSmooth = new THREE.MeshPhongMaterial( {
color: 0xffaa00,
specular: 0x222222,
shininess: 10000,
vertexColors: THREE.NoColors,
shading: THREE.SmoothShading
} );
mirrorMaterialSmooth.mirror = true;
mirrorMaterialSmooth.reflectivity = 0.3;
var glassMaterialFlat = new THREE.MeshPhongMaterial( {
color: 0x000000,
specular: 0x00ff00,
shininess: 10000,
vertexColors: THREE.NoColors,
shading: THREE.FlatShading
} );
glassMaterialFlat.glass = true;
glassMaterialFlat.reflectivity = 0.5;
var glassMaterialSmooth = new THREE.MeshPhongMaterial( {
color: 0x000000,
specular: 0xffaa55,
shininess: 10000,
vertexColors: THREE.NoColors,
shading: THREE.SmoothShading
} );
glassMaterialSmooth.glass = true;
glassMaterialSmooth.reflectivity = 0.25;
glassMaterialSmooth.refractionRatio = 0.6;
// geometries
var torusGeometry = new THREE.TorusKnotGeometry( 150 );
var sphereGeometry = new THREE.SphereGeometry( 100, 16, 8 );
var planeGeometry = new THREE.BoxGeometry( 600, 5, 600 );
var boxGeometry = new THREE.BoxGeometry( 100, 100, 100 );
// TorusKnot
//torus = new THREE.Mesh( torusGeometry, phongMaterial );
//scene.add( torus );
// Sphere
sphere = new THREE.Mesh( sphereGeometry, phongMaterial );
sphere.scale.multiplyScalar( 0.5 );
sphere.position.set( - 50, - 250 + 5, - 50 );
scene.add( sphere );
objects.push ( sphere );
sphere2 = new THREE.Mesh( sphereGeometry, mirrorMaterialSmooth );
sphere2.scale.multiplyScalar( 0.5 );
sphere2.position.set( 175, - 250 + 5, - 150 );
scene.add( sphere2 );
objects.push ( sphere2 );
// Box
box = new THREE.Mesh( boxGeometry, mirrorMaterialFlat );
box.position.set( - 175, - 250 + 2.5, - 150 );
box.rotation.y = 0.5;
scene.add( box );
objects.push ( box );
// Glass
glass = new THREE.Mesh( sphereGeometry, glassMaterialSmooth );
glass.scale.multiplyScalar( 0.5 );
glass.position.set( 75, - 250 + 5, - 75 );
glass.rotation.y = 0.5;
scene.add( glass );
// bottom
plane = new THREE.Mesh( planeGeometry, phongMaterialBoxBottom );
plane.position.set( 0, - 300 + 2.5, - 300 );
scene.add( plane );
// top
plane = new THREE.Mesh( planeGeometry, phongMaterialBox );
plane.position.set( 0, 300 - 2.5, - 300 );
scene.add( plane );
// back
plane = new THREE.Mesh( planeGeometry, phongMaterialBox );
plane.rotation.x = 1.57;
plane.position.set( 0, 0, - 300 );
scene.add( plane );
plane = new THREE.Mesh( planeGeometry, mirrorMaterialFlatDark );
plane.rotation.x = 1.57;
plane.position.set( 0, 0, - 300 + 10 );
plane.scale.multiplyScalar( 0.85 );
scene.add( plane );
// left
plane = new THREE.Mesh( planeGeometry, phongMaterialBoxLeft );
plane.rotation.z = 1.57;
plane.position.set( - 300, 0, - 300 );
scene.add( plane );
// right
plane = new THREE.Mesh( planeGeometry, phongMaterialBoxRight );
plane.rotation.z = 1.57;
plane.position.set( 300, 0, - 300 );
scene.add( plane );
// light
var intensity = 70000;
var light = new THREE.PointLight( 0xffaa55, intensity );
light.position.set( - 200, 100, 100 );
light.physicalAttenuation = true;
scene.add( light );
var light = new THREE.PointLight( 0x55aaff, intensity );
light.position.set( 200, 100, 100 );
light.physicalAttenuation = true;
scene.add( light );
var light = new THREE.PointLight( 0xffffff, intensity * 1.5 );
light.position.set( 0, 0, 300 );
light.physicalAttenuation = true;
scene.add( light );
}
function init() {
container = document.createElement( 'div' );
document.body.appendChild( container );
info = document.createElement( 'div' );
info.style.position = 'absolute';
info.style.top = '10px';
info.style.width = '100%';
info.style.zIndex = '100';
info.style.textAlign = 'center';
container.appendChild( info );
updateWorkers()
//
initScene( window.innerWidth, window.innerHeight );
//
renderer = new THREE.RaytracingWorkerRenderer( {
workers: WORKERS
} );
renderer.setClearColor( 0xf0f0f0 );
renderer.setSize( window.innerWidth, window.innerHeight );
renderer.domElement.style.position = "absolute";
renderer.domElement.style.top = "0px";
renderer.domElement.style.left = "0px";
container.appendChild( renderer.domElement );
window.addEventListener( 'resize', function( e ) {
renderer.setSize( innerWidth, innerHeight );
} );
}
function updateWorkers( x ) {
if ( x ) {
WORKERS = Math.max( 1, WORKERS + x );
renderer.setWorkers( WORKERS );
}
info.innerHTML = '<a href="http://threejs.org" target="_blank">three.js<a/> - raytracing renderer (using ' + WORKERS + ' <button onclick="updateWorkers(-1)">-</button><button onclick="updateWorkers(1)">+</button> web workers)' +
'<br/><button onclick="rearrange()">Rearrange</button><button onclick="render()">Render</button>';
}
function rearrange() {
objects.forEach( function( o ) {
o.position.y += ( Math.random() - 0.5 ) * 100;
o.position.x += ( Math.random() - 0.5 ) * 400;
o.position.z += ( Math.random() - 0.5 ) * 400;
} );
}
function render() {
renderer.render( scene, camera );
}
</script>
</body>
</html>
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