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5c29bf2c
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three.js
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体验新版 GitCode,发现更多精彩内容 >>
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5c29bf2c
编写于
4月 30, 2019
作者:
F
Fernando Serrano
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
Remove supportsMultiview and add numMultiviewViews instead
上级
75e66cdf
变更
6
隐藏空白更改
内联
并排
Showing
6 changed file
with
14 addition
and
16 deletion
+14
-16
examples/webvr_ballshooter_multiview.html
examples/webvr_ballshooter_multiview.html
+3
-3
src/materials/Material.js
src/materials/Material.js
+0
-1
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+3
-3
src/renderers/webgl/WebGLMultiview.js
src/renderers/webgl/WebGLMultiview.js
+1
-1
src/renderers/webgl/WebGLProgram.js
src/renderers/webgl/WebGLProgram.js
+7
-6
src/renderers/webgl/WebGLShadowMap.js
src/renderers/webgl/WebGLShadowMap.js
+0
-2
未找到文件。
examples/webvr_ballshooter_multiview.html
浏览文件 @
5c29bf2c
...
...
@@ -51,8 +51,8 @@
container
=
document
.
createElement
(
'
div
'
);
document
.
body
.
appendChild
(
container
);
const
urlParams
=
new
URLSearchParams
(
window
.
location
.
search
);
const
multiview
=
urlParams
.
has
(
'
enableMultiview
'
);
const
urlParams
=
new
URLSearchParams
(
window
.
location
.
search
);
const
multiview
=
urlParams
.
has
(
'
enableMultiview
'
);
scene
=
new
THREE
.
Scene
();
scene
.
background
=
new
THREE
.
Color
(
0x505050
);
...
...
@@ -93,7 +93,7 @@
//
var
canvas
=
document
.
createElement
(
'
canvas
'
);
var
canvas
=
document
.
createElement
(
'
canvas
'
);
var
context
=
canvas
.
getContext
(
'
webgl2
'
,
{
antialias
:
false
}
);
renderer
=
new
THREE
.
WebGLRenderer
(
{
canvas
:
canvas
,
context
:
context
,
multiview
:
multiview
}
);
renderer
.
setPixelRatio
(
window
.
devicePixelRatio
);
...
...
src/materials/Material.js
浏览文件 @
5c29bf2c
...
...
@@ -72,7 +72,6 @@ function Material() {
this
.
toneMapped
=
true
;
this
.
supportsMultiview
=
true
;
this
.
userData
=
{};
this
.
needsUpdate
=
true
;
...
...
src/renderers/WebGLRenderer.js
浏览文件 @
5c29bf2c
...
...
@@ -1735,7 +1735,7 @@ function WebGLRenderer( parameters ) {
if
(
refreshProgram
||
_currentCamera
!==
camera
)
{
if
(
material
.
supportsMultiview
&&
multiview
.
isEnabled
()
)
{
if
(
program
.
numMultiviewViews
>
0
)
{
multiview
.
updateCameraProjectionMatrices
(
camera
,
p_uniforms
);
...
...
@@ -1791,7 +1791,7 @@ function WebGLRenderer( parameters ) {
material
.
isShaderMaterial
||
material
.
skinning
)
{
if
(
material
.
supportsMultiview
&&
multiview
.
isEnabled
()
)
{
if
(
program
.
numMultiviewViews
>
0
)
{
multiview
.
updateCameraViewMatrices
(
camera
,
p_uniforms
);
...
...
@@ -1997,7 +1997,7 @@ function WebGLRenderer( parameters ) {
// common matrices
if
(
material
.
supportsMultiview
&&
multiview
.
isEnabled
()
)
{
if
(
program
.
numMultiviewViews
>
0
)
{
multiview
.
updateObjectMatrices
(
object
,
camera
,
p_uniforms
);
...
...
src/renderers/webgl/WebGLMultiview.js
浏览文件 @
5c29bf2c
...
...
@@ -27,7 +27,7 @@ function WebGLMultiview( renderer, requested, options ) {
this
.
getNumViews
=
function
()
{
return
renderTarget
?
renderTarget
.
numViews
:
1
;
return
renderTarget
?
renderTarget
.
numViews
:
0
;
};
...
...
src/renderers/webgl/WebGLProgram.js
浏览文件 @
5c29bf2c
...
...
@@ -340,6 +340,8 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
var
prefixVertex
,
prefixFragment
;
var
numMultiviewViews
=
renderer
.
multiview
.
getNumViews
();
if
(
material
.
isRawShaderMaterial
)
{
prefixVertex
=
[
...
...
@@ -369,8 +371,6 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
}
else
{
var
numMultiviewViews
=
renderer
.
multiview
.
getNumViews
();
prefixVertex
=
[
'
precision
'
+
parameters
.
precision
+
'
float;
'
,
...
...
@@ -432,7 +432,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
'
uniform mat4 modelMatrix;
'
,
'
uniform vec3 cameraPosition;
'
,
material
.
supportsMultiview
&&
renderer
.
multiview
.
isEnabled
()
?
[
numMultiviewViews
>
0
?
[
'
uniform mat4 modelViewMatrices[
'
+
numMultiviewViews
+
'
];
'
,
'
uniform mat3 normalMatrices[
'
+
numMultiviewViews
+
'
];
'
,
'
uniform mat4 viewMatrices[
'
+
numMultiviewViews
+
'
];
'
,
...
...
@@ -570,7 +570,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
'
uniform vec3 cameraPosition;
'
,
material
.
supportsMultiview
&&
renderer
.
multiview
.
isEnabled
()
?
[
numMultiviewViews
>
0
?
[
'
uniform mat4 viewMatrices[
'
+
numMultiviewViews
+
'
];
'
,
'
#define viewMatrix viewMatrices[VIEW_ID]
'
...
...
@@ -631,7 +631,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
prefixVertex
=
[
'
#version 300 es
\n
'
,
material
.
supportsMultiview
&&
renderer
.
multiview
.
isEnabled
()
?
[
numMultiviewViews
>
0
?
[
'
#extension GL_OVR_multiview2 : require
'
,
'
layout(num_views =
'
+
numMultiviewViews
+
'
) in;
'
,
...
...
@@ -646,7 +646,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
prefixFragment
=
[
'
#version 300 es
\n
'
,
material
.
supportsMultiview
&&
renderer
.
multiview
.
isEnabled
()
?
[
numMultiviewViews
>
0
?
[
'
#extension GL_OVR_multiview2 : require
'
,
'
#define VIEW_ID gl_ViewID_OVR
'
...
...
@@ -806,6 +806,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
this
.
program
=
program
;
this
.
vertexShader
=
glVertexShader
;
this
.
fragmentShader
=
glFragmentShader
;
this
.
numMultiviewViews
=
numMultiviewViews
;
return
this
;
...
...
src/renderers/webgl/WebGLShadowMap.js
浏览文件 @
5c29bf2c
...
...
@@ -81,8 +81,6 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
var
depthMaterial
=
new
MeshDepthMaterial
(
{
supportsMultiview
:
false
,
depthPacking
:
RGBADepthPacking
,
morphTargets
:
useMorphing
,
...
...
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