/** * @author mrdoob / http://mrdoob.com/ * @author alteredq / http://alteredqualia.com/ */ THREE.RaytracingRenderer = function ( parameters ) { console.log( 'THREE.RaytracingRenderer', THREE.REVISION ); parameters = parameters || {}; var scope = this; 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 ); 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 ( 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 ( 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 = 64; var canvasBlock = document.createElement( 'canvas' ); canvasBlock.width = blockSize; canvasBlock.height = blockSize; var contextBlock = canvasBlock.getContext( '2d', { alpha: parameters.alpha === true } ); var imagedata = contextBlock.getImageData( 0, 0, blockSize, blockSize ); var data = imagedata.data; var pixelColor = new THREE.Color(); return function ( 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; } } context.putImageData( imagedata, blockX, blockY ); blockX += blockSize; if ( blockX >= canvasWidth ) { blockX = 0; blockY += blockSize; if ( blockY >= canvasHeight ) { scope.dispatchEvent( { type: "complete" } ); return; } } context.fillRect( blockX, blockY, blockSize, blockSize ); animationFrameId = requestAnimationFrame( function () { renderBlock( blockX, blockY ); } ); }; }() ); this.render = function ( scene, camera ) { if ( this.autoClear === true ) this.clear(); cancelAnimationFrame( animationFrameId ); // update scene graph if ( scene.autoUpdate === true ) scene.updateMatrixWorld(); // update camera matrices if ( camera.parent === undefined ) 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( 0, 0 ); }; }; THREE.EventDispatcher.prototype.apply(THREE.RaytracingRenderer.prototype);