mirror of
https://github.com/Doodle3D/Doodle3D-Slicer.git
synced 2024-11-17 03:27:57 +01:00
547 lines
12 KiB
JavaScript
547 lines
12 KiB
JavaScript
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/**
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* @author mrdoob / http://mrdoob.com/
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* @author alteredq / http://alteredqualia.com/
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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 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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var origin = new THREE.Vector3();
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var direction = new THREE.Vector3();
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var cameraPosition = new THREE.Vector3();
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var raycaster = new THREE.Raycaster( origin, direction );
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var raycasterLight = new THREE.Raycaster();
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var perspective;
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var modelViewMatrix = new THREE.Matrix4();
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var cameraNormalMatrix = new THREE.Matrix3();
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var objects;
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var lights = [];
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var cache = {};
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var animationFrameId = null;
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this.domElement = canvas;
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this.autoClear = true;
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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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};
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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 spawnRay = ( function () {
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var diffuseColor = new THREE.Color();
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var specularColor = new THREE.Color();
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var lightColor = new THREE.Color();
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var schlick = new THREE.Color();
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var lightContribution = new THREE.Color();
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var eyeVector = new THREE.Vector3();
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var lightVector = new THREE.Vector3();
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var normalVector = new THREE.Vector3();
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var halfVector = new THREE.Vector3();
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var localPoint = new THREE.Vector3();
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var reflectionVector = new THREE.Vector3();
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var tmpVec = new THREE.Vector3();
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var tmpColor = [];
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for ( var i = 0; i < maxRecursionDepth; i ++ ) {
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tmpColor[ i ] = new THREE.Color();
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}
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return function ( rayOrigin, rayDirection, outputColor, recursionDepth ) {
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var ray = raycaster.ray;
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ray.origin = rayOrigin;
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ray.direction = rayDirection;
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//
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var rayLight = raycasterLight.ray;
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//
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outputColor.setRGB( 0, 0, 0 );
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//
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var intersections = raycaster.intersectObjects( objects, true );
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// ray didn't find anything
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// (here should come setting of background color?)
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if ( intersections.length === 0 ) {
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return;
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}
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// ray hit
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var intersection = intersections[ 0 ];
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var point = intersection.point;
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var object = intersection.object;
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var material = object.material;
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var face = intersection.face;
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var vertices = object.geometry.vertices;
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//
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var _object = cache[ object.id ];
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localPoint.copy( point ).applyMatrix4( _object.inverseMatrix );
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eyeVector.subVectors( raycaster.ray.origin, point ).normalize();
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// resolve pixel diffuse color
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if ( material instanceof THREE.MeshLambertMaterial ||
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material instanceof THREE.MeshPhongMaterial ||
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material instanceof THREE.MeshBasicMaterial ) {
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diffuseColor.copyGammaToLinear( material.color );
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} else {
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diffuseColor.setRGB( 1, 1, 1 );
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}
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if ( material.vertexColors === THREE.FaceColors ) {
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diffuseColor.multiply( face.color );
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}
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// compute light shading
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rayLight.origin.copy( point );
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if ( material instanceof THREE.MeshBasicMaterial ) {
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for ( var i = 0, l = lights.length; i < l; i ++ ) {
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var light = lights[ i ];
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lightVector.setFromMatrixPosition( light.matrixWorld );
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lightVector.sub( point );
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rayLight.direction.copy( lightVector ).normalize();
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var intersections = raycasterLight.intersectObjects( objects, true );
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// point in shadow
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if ( intersections.length > 0 ) continue;
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// point visible
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outputColor.add( diffuseColor );
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}
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} else if ( material instanceof THREE.MeshLambertMaterial ||
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material instanceof THREE.MeshPhongMaterial ) {
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var normalComputed = false;
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for ( var i = 0, l = lights.length; i < l; i ++ ) {
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var light = lights[ i ];
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lightColor.copyGammaToLinear( light.color );
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lightVector.setFromMatrixPosition( light.matrixWorld );
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lightVector.sub( point );
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rayLight.direction.copy( lightVector ).normalize();
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var intersections = raycasterLight.intersectObjects( objects, true );
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// point in shadow
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if ( intersections.length > 0 ) continue;
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// point lit
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if ( normalComputed === false ) {
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// the same normal can be reused for all lights
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// (should be possible to cache even more)
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computePixelNormal( normalVector, localPoint, material.shading, face, vertices );
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normalVector.applyMatrix3( _object.normalMatrix ).normalize();
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normalComputed = true;
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}
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// compute attenuation
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var attenuation = 1.0;
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if ( light.physicalAttenuation === true ) {
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attenuation = lightVector.length();
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attenuation = 1.0 / ( attenuation * attenuation );
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}
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lightVector.normalize();
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// compute diffuse
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var dot = Math.max( normalVector.dot( lightVector ), 0 );
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var diffuseIntensity = dot * light.intensity;
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lightContribution.copy( diffuseColor );
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lightContribution.multiply( lightColor );
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lightContribution.multiplyScalar( diffuseIntensity * attenuation );
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outputColor.add( lightContribution );
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// compute specular
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if ( material instanceof THREE.MeshPhongMaterial ) {
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halfVector.addVectors( lightVector, eyeVector ).normalize();
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var dotNormalHalf = Math.max( normalVector.dot( halfVector ), 0.0 );
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var specularIntensity = Math.max( Math.pow( dotNormalHalf, material.shininess ), 0.0 ) * diffuseIntensity;
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var specularNormalization = ( material.shininess + 2.0 ) / 8.0;
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specularColor.copyGammaToLinear( material.specular );
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var alpha = Math.pow( Math.max( 1.0 - lightVector.dot( halfVector ), 0.0 ), 5.0 );
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schlick.r = specularColor.r + ( 1.0 - specularColor.r ) * alpha;
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schlick.g = specularColor.g + ( 1.0 - specularColor.g ) * alpha;
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schlick.b = specularColor.b + ( 1.0 - specularColor.b ) * alpha;
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lightContribution.copy( schlick );
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lightContribution.multiply( lightColor );
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lightContribution.multiplyScalar( specularNormalization * specularIntensity * attenuation );
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outputColor.add( lightContribution );
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}
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}
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}
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// reflection / refraction
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var reflectivity = material.reflectivity;
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if ( ( material.mirror || material.glass ) && reflectivity > 0 && recursionDepth < maxRecursionDepth ) {
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if ( material.mirror ) {
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reflectionVector.copy( rayDirection );
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reflectionVector.reflect( normalVector );
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} else if ( material.glass ) {
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var eta = material.refractionRatio;
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var dotNI = rayDirection.dot( normalVector )
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var k = 1.0 - eta * eta * ( 1.0 - dotNI * dotNI );
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if ( k < 0.0 ) {
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reflectionVector.set( 0, 0, 0 );
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} else {
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reflectionVector.copy( rayDirection );
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reflectionVector.multiplyScalar( eta );
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var alpha = eta * dotNI + Math.sqrt( k );
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tmpVec.copy( normalVector );
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tmpVec.multiplyScalar( alpha );
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reflectionVector.sub( tmpVec );
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}
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}
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var theta = Math.max( eyeVector.dot( normalVector ), 0.0 );
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var rf0 = reflectivity;
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var fresnel = rf0 + ( 1.0 - rf0 ) * Math.pow( ( 1.0 - theta ), 5.0 );
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var weight = fresnel;
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var zColor = tmpColor[ recursionDepth ];
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spawnRay( point, reflectionVector, zColor, recursionDepth + 1 );
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if ( material.specular !== undefined ) {
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zColor.multiply( material.specular );
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}
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zColor.multiplyScalar( weight );
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outputColor.multiplyScalar( 1 - weight );
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outputColor.add( zColor );
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}
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};
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}() );
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var computePixelNormal = ( function () {
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var tmpVec1 = new THREE.Vector3();
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var tmpVec2 = new THREE.Vector3();
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var tmpVec3 = new THREE.Vector3();
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return function ( outputVector, point, shading, face, vertices ) {
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var faceNormal = face.normal;
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var vertexNormals = face.vertexNormals;
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if ( shading === THREE.FlatShading ) {
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outputVector.copy( faceNormal );
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} else if ( shading === THREE.SmoothShading ) {
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// compute barycentric coordinates
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var vA = vertices[ face.a ];
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var vB = vertices[ face.b ];
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var vC = vertices[ face.c ];
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tmpVec3.crossVectors( tmpVec1.subVectors( vB, vA ), tmpVec2.subVectors( vC, vA ) );
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var areaABC = faceNormal.dot( tmpVec3 );
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tmpVec3.crossVectors( tmpVec1.subVectors( vB, point ), tmpVec2.subVectors( vC, point ) );
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var areaPBC = faceNormal.dot( tmpVec3 );
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var a = areaPBC / areaABC;
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tmpVec3.crossVectors( tmpVec1.subVectors( vC, point ), tmpVec2.subVectors( vA, point ) );
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var areaPCA = faceNormal.dot( tmpVec3 );
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var b = areaPCA / areaABC;
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var c = 1.0 - a - b;
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// compute interpolated vertex normal
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tmpVec1.copy( vertexNormals[ 0 ] );
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tmpVec1.multiplyScalar( a );
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tmpVec2.copy( vertexNormals[ 1 ] );
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tmpVec2.multiplyScalar( b );
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tmpVec3.copy( vertexNormals[ 2 ] );
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tmpVec3.multiplyScalar( c );
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outputVector.addVectors( tmpVec1, tmpVec2 );
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outputVector.add( tmpVec3 );
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}
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};
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}() );
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var renderBlock = ( function () {
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var blockSize = 64;
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var canvasBlock = document.createElement( 'canvas' );
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canvasBlock.width = blockSize;
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canvasBlock.height = blockSize;
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var contextBlock = canvasBlock.getContext( '2d', {
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alpha: parameters.alpha === true
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} );
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var imagedata = contextBlock.getImageData( 0, 0, blockSize, blockSize );
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var data = imagedata.data;
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var pixelColor = new THREE.Color();
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return function ( blockX, blockY ) {
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var index = 0;
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for ( var y = 0; y < blockSize; y ++ ) {
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for ( var x = 0; x < blockSize; x ++, index += 4 ) {
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// spawn primary ray at pixel position
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origin.copy( cameraPosition );
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direction.set( x + blockX - canvasWidthHalf, - ( y + blockY - canvasHeightHalf ), - perspective );
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direction.applyMatrix3( cameraNormalMatrix ).normalize();
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spawnRay( origin, direction, pixelColor, 0 );
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// convert from linear to gamma
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data[ index ] = Math.sqrt( pixelColor.r ) * 255;
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data[ index + 1 ] = Math.sqrt( pixelColor.g ) * 255;
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data[ index + 2 ] = Math.sqrt( pixelColor.b ) * 255;
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}
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}
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context.putImageData( imagedata, blockX, blockY );
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blockX += blockSize;
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if ( blockX >= canvasWidth ) {
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blockX = 0;
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blockY += blockSize;
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if ( blockY >= canvasHeight ) {
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scope.dispatchEvent( { type: "complete" } );
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return;
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}
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}
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context.fillRect( blockX, blockY, blockSize, blockSize );
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animationFrameId = requestAnimationFrame( function () {
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renderBlock( blockX, blockY );
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} );
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};
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}() );
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this.render = function ( scene, camera ) {
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if ( this.autoClear === true ) this.clear();
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cancelAnimationFrame( animationFrameId );
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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 === undefined ) camera.updateMatrixWorld();
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camera.matrixWorldInverse.getInverse( camera.matrixWorld );
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cameraPosition.setFromMatrixPosition( camera.matrixWorld );
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//
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cameraNormalMatrix.getNormalMatrix( camera.matrixWorld );
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origin.copy( cameraPosition );
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perspective = 0.5 / Math.tan( THREE.Math.degToRad( camera.fov * 0.5 ) ) * canvasHeight;
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objects = scene.children;
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// collect lights and set up object matrices
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||
|
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);
|