webvr js meetup initial commit
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289
node_modules/three/examples/js/renderers/RaytracingRenderer.js
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289
node_modules/three/examples/js/renderers/RaytracingRenderer.js
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/**
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* RaytracingRenderer renders by raytracing it's scene. However, it does not
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* compute the pixels itself but it hands off and coordinates the taks for workers.
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* The workers compute the pixel values and this renderer simply paints it to the Canvas.
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*
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* @author zz85 / http://github.com/zz85
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*/
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THREE.RaytracingRenderer = function ( parameters ) {
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console.log( 'THREE.RaytracingRenderer', THREE.REVISION );
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parameters = parameters || {};
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var scope = this;
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var pool = [];
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var renderering = false;
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var canvas = document.createElement( 'canvas' );
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var context = canvas.getContext( '2d', {
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alpha: parameters.alpha === true
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} );
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var maxRecursionDepth = 3;
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var canvasWidth, canvasHeight;
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var canvasWidthHalf, canvasHeightHalf;
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var clearColor = new THREE.Color( 0x000000 );
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this.domElement = canvas;
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this.autoClear = true;
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var workers = parameters.workers;
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var blockSize = parameters.blockSize || 64;
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this.randomize = parameters.randomize;
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var toRender = [], workerId = 0, sceneId = 0;
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console.log( '%cSpinning off ' + workers + ' Workers ', 'font-size: 20px; background: black; color: white; font-family: monospace;' );
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this.setWorkers = function( w ) {
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workers = w || navigator.hardwareConcurrency || 4;
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while ( pool.length < workers ) {
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var worker = new Worker( parameters.workerPath );
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worker.id = workerId++;
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worker.onmessage = function( e ) {
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var data = e.data;
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if ( ! data ) return;
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if ( data.blockSize && sceneId == data.sceneId ) { // we match sceneId here to be sure
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var imagedata = new ImageData( new Uint8ClampedArray( data.data ), data.blockSize, data.blockSize );
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context.putImageData( imagedata, data.blockX, data.blockY );
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// completed
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console.log( 'Worker ' + this.id, data.time / 1000, ( Date.now() - reallyThen ) / 1000 + ' s' );
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if ( pool.length > workers ) {
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pool.splice( pool.indexOf( this ), 1 );
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return this.terminate();
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}
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renderNext( this );
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}
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};
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worker.color = new THREE.Color().setHSL( Math.random() , 0.8, 0.8 ).getHexString();
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pool.push( worker );
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if ( renderering ) {
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updateSettings( worker );
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worker.postMessage( {
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scene: sceneJSON,
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camera: cameraJSON,
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annex: materials,
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sceneId: sceneId
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} );
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renderNext( worker );
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}
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}
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if ( ! renderering ) {
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while ( pool.length > workers ) {
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pool.pop().terminate();
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}
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}
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};
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this.setWorkers( workers );
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this.setClearColor = function ( color, alpha ) {
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clearColor.set( color );
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};
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this.setPixelRatio = function () {};
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this.setSize = function ( width, height ) {
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canvas.width = width;
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canvas.height = height;
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canvasWidth = canvas.width;
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canvasHeight = canvas.height;
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canvasWidthHalf = Math.floor( canvasWidth / 2 );
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canvasHeightHalf = Math.floor( canvasHeight / 2 );
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context.fillStyle = 'white';
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pool.forEach( updateSettings );
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};
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this.setSize( canvas.width, canvas.height );
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this.clear = function () {
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};
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//
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var totalBlocks, xblocks, yblocks;
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function updateSettings( worker ) {
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worker.postMessage( {
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init: [ canvasWidth, canvasHeight ],
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worker: worker.id,
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// workers: pool.length,
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blockSize: blockSize
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} );
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}
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function renderNext( worker ) {
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if ( ! toRender.length ) {
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renderering = false;
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return scope.dispatchEvent( { type: "complete" } );
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}
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var current = toRender.pop();
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var blockX = ( current % xblocks ) * blockSize;
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var blockY = ( current / xblocks | 0 ) * blockSize;
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worker.postMessage( {
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render: true,
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x: blockX,
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y: blockY,
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sceneId: sceneId
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} );
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context.fillStyle = '#' + worker.color;
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context.fillRect( blockX, blockY, blockSize, blockSize );
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}
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var materials = {};
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var sceneJSON, cameraJSON, reallyThen;
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// additional properties that were not serialize automatically
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var _annex = {
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mirror: 1,
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reflectivity: 1,
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refractionRatio: 1,
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glass: 1
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};
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function serializeObject( o ) {
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var mat = o.material;
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if ( ! mat || mat.uuid in materials ) return;
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var props = {};
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for ( var m in _annex ) {
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if ( mat[ m ] !== undefined ) {
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props[ m ] = mat[ m ];
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}
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}
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materials[ mat.uuid ] = props;
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}
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this.render = function ( scene, camera ) {
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renderering = true;
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// update scene graph
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if ( scene.autoUpdate === true ) scene.updateMatrixWorld();
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// update camera matrices
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if ( camera.parent === null ) camera.updateMatrixWorld();
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sceneJSON = scene.toJSON();
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cameraJSON = camera.toJSON();
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++ sceneId;
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scene.traverse( serializeObject );
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pool.forEach( function( worker ) {
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worker.postMessage( {
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scene: sceneJSON,
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camera: cameraJSON,
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annex: materials,
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sceneId: sceneId
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} );
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} );
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context.clearRect( 0, 0, canvasWidth, canvasHeight );
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reallyThen = Date.now();
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xblocks = Math.ceil( canvasWidth / blockSize );
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yblocks = Math.ceil( canvasHeight / blockSize );
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totalBlocks = xblocks * yblocks;
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toRender = [];
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for ( var i = 0; i < totalBlocks; i ++ ) {
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toRender.push( i );
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}
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// Randomize painting :)
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if ( scope.randomize ) {
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for ( var i = 0; i < totalBlocks; i ++ ) {
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var swap = Math.random() * totalBlocks | 0;
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var tmp = toRender[ swap ];
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toRender[ swap ] = toRender[ i ];
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toRender[ i ] = tmp;
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}
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}
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pool.forEach( renderNext );
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};
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};
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Object.assign( THREE.RaytracingRenderer.prototype, THREE.EventDispatcher.prototype );
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