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9598265d
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three.js
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前往新版Gitcode,体验更适合开发者的 AI 搜索 >>
提交
9598265d
编写于
9月 25, 2019
作者:
M
Mr.doob
浏览文件
操作
浏览文件
下载
电子邮件补丁
差异文件
WebGLMultiview: Refactored extension availability code.
上级
42e89bc5
变更
4
隐藏空白更改
内联
并排
Showing
4 changed file
with
85 addition
and
115 deletion
+85
-115
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+4
-4
src/renderers/webgl/WebGLCapabilities.js
src/renderers/webgl/WebGLCapabilities.js
+1
-8
src/renderers/webgl/WebGLMultiview.js
src/renderers/webgl/WebGLMultiview.js
+51
-66
src/renderers/webgl/WebGLTextures.js
src/renderers/webgl/WebGLTextures.js
+29
-37
未找到文件。
src/renderers/WebGLRenderer.js
浏览文件 @
9598265d
...
...
@@ -1197,7 +1197,7 @@ function WebGLRenderer( parameters ) {
}
if
(
ca
pabilities
.
multiview
)
{
if
(
ca
mera
.
isArrayCamera
&&
multiview
.
isAvailable
()
)
{
multiview
.
attachCamera
(
camera
);
...
...
@@ -1257,7 +1257,7 @@ function WebGLRenderer( parameters ) {
state
.
setPolygonOffset
(
false
);
if
(
ca
pabilities
.
multiview
)
{
if
(
ca
mera
.
isArrayCamera
&&
multiview
.
isAvailable
()
)
{
multiview
.
detachCamera
(
camera
);
...
...
@@ -1416,9 +1416,9 @@ function WebGLRenderer( parameters ) {
_currentArrayCamera
=
camera
;
if
(
capabilities
.
multiview
)
{
if
(
multiview
.
isAvailable
()
)
{
renderObject
(
object
,
scene
,
camera
,
geometry
,
material
,
group
);
renderObject
(
object
,
scene
,
camera
,
geometry
,
material
,
group
);
}
else
{
...
...
src/renderers/webgl/WebGLCapabilities.js
浏览文件 @
9598265d
...
...
@@ -86,10 +86,6 @@ function WebGLCapabilities( gl, extensions, parameters ) {
var
maxSamples
=
isWebGL2
?
gl
.
getParameter
(
gl
.
MAX_SAMPLES
)
:
0
;
var
multiviewExt
=
extensions
.
get
(
'
OVR_multiview2
'
);
var
multiview
=
isWebGL2
&&
!!
multiviewExt
&&
!
gl
.
getContextAttributes
().
antialias
;
var
maxMultiviewViews
=
multiview
?
gl
.
getParameter
(
multiviewExt
.
MAX_VIEWS_OVR
)
:
0
;
return
{
isWebGL2
:
isWebGL2
,
...
...
@@ -114,10 +110,7 @@ function WebGLCapabilities( gl, extensions, parameters ) {
floatFragmentTextures
:
floatFragmentTextures
,
floatVertexTextures
:
floatVertexTextures
,
maxSamples
:
maxSamples
,
multiview
:
multiview
,
maxMultiviewViews
:
maxMultiviewViews
maxSamples
:
maxSamples
};
...
...
src/renderers/webgl/WebGLMultiview.js
浏览文件 @
9598265d
...
...
@@ -13,28 +13,54 @@ function WebGLMultiview( renderer, gl ) {
var
DEFAULT_NUMVIEWS
=
2
;
var
capabilities
=
renderer
.
capabilities
;
var
extensions
=
renderer
.
extensions
;
var
properties
=
renderer
.
properties
;
var
maxNumViews
=
capabilities
.
maxMultiviewViews
;
var
renderTarget
,
currentRenderTarget
;
var
mat3
,
mat4
,
cameraArray
,
renderSize
;
var
mat3
,
mat4
,
renderSize
;
function
getCameraArray
(
camera
)
{
var
available
;
var
maxNumViews
=
0
;
if
(
camera
.
isArrayCamera
)
return
camera
.
cameras
;
//
cameraArray
[
0
]
=
camera
;
function
isAvailable
()
{
return
cameraArray
;
if
(
available
===
undefined
)
{
}
var
extension
=
extensions
.
get
(
'
OVR_multiview2
'
);
//
available
=
extension
!==
null
&&
gl
.
getContextAttributes
().
antialias
===
false
;
if
(
available
)
{
maxNumViews
=
gl
.
getParameter
(
extension
.
MAX_VIEWS_OVR
);
renderTarget
=
new
WebGLMultiviewRenderTarget
(
0
,
0
,
DEFAULT_NUMVIEWS
);
renderSize
=
new
Vector2
();
mat4
=
[];
mat3
=
[];
var
maxViews
=
capabilities
.
maxMultiviewViews
;
for
(
var
i
=
0
;
i
<
maxViews
;
i
++
)
{
mat4
[
i
]
=
new
Matrix4
();
mat3
[
i
]
=
new
Matrix3
();
}
}
}
return
available
;
}
function
updateCameraProjectionMatricesUniform
(
camera
,
uniforms
)
{
var
cameras
=
getCameraArray
(
camera
)
;
var
cameras
=
camera
.
cameras
;
for
(
var
i
=
0
;
i
<
cameras
.
length
;
i
++
)
{
...
...
@@ -48,7 +74,7 @@ function WebGLMultiview( renderer, gl ) {
function
updateCameraViewMatricesUniform
(
camera
,
uniforms
)
{
var
cameras
=
getCameraArray
(
camera
)
;
var
cameras
=
camera
.
cameras
;
for
(
var
i
=
0
;
i
<
cameras
.
length
;
i
++
)
{
...
...
@@ -62,7 +88,7 @@ function WebGLMultiview( renderer, gl ) {
function
updateObjectMatricesUniforms
(
object
,
camera
,
uniforms
)
{
var
cameras
=
getCameraArray
(
camera
)
;
var
cameras
=
camera
.
cameras
;
for
(
var
i
=
0
;
i
<
cameras
.
length
;
i
++
)
{
...
...
@@ -78,8 +104,6 @@ function WebGLMultiview( renderer, gl ) {
function
isMultiviewCompatible
(
camera
)
{
if
(
!
camera
.
isArrayCamera
)
return
true
;
var
cameras
=
camera
.
cameras
;
if
(
cameras
.
length
>
maxNumViews
)
return
false
;
...
...
@@ -107,20 +131,10 @@ function WebGLMultiview( renderer, gl ) {
}
if
(
camera
.
isArrayCamera
)
{
var
viewport
=
camera
.
cameras
[
0
].
viewport
;
renderTarget
.
setSize
(
viewport
.
z
,
viewport
.
w
);
var
viewport
=
camera
.
cameras
[
0
].
viewport
;
renderTarget
.
setNumViews
(
camera
.
cameras
.
length
);
}
else
{
renderTarget
.
setSize
(
renderSize
.
x
,
renderSize
.
y
);
renderTarget
.
setNumViews
(
DEFAULT_NUMVIEWS
);
}
renderTarget
.
setSize
(
viewport
.
z
,
viewport
.
w
);
renderTarget
.
setNumViews
(
camera
.
cameras
.
length
);
}
...
...
@@ -139,6 +153,7 @@ function WebGLMultiview( renderer, gl ) {
if
(
renderTarget
!==
renderer
.
getRenderTarget
()
)
return
;
renderer
.
setRenderTarget
(
currentRenderTarget
);
flush
(
camera
);
}
...
...
@@ -153,53 +168,23 @@ function WebGLMultiview( renderer, gl ) {
var
viewWidth
=
srcRenderTarget
.
width
;
var
viewHeight
=
srcRenderTarget
.
height
;
if
(
camera
.
isArrayCamera
)
{
for
(
var
i
=
0
;
i
<
numViews
;
i
++
)
{
var
viewport
=
camera
.
cameras
[
i
].
viewport
;
var
x1
=
viewport
.
x
;
var
y1
=
viewport
.
y
;
var
x2
=
x1
+
viewport
.
z
;
var
y2
=
y1
+
viewport
.
w
;
gl
.
bindFramebuffer
(
gl
.
READ_FRAMEBUFFER
,
srcFramebuffers
[
i
]
);
gl
.
blitFramebuffer
(
0
,
0
,
viewWidth
,
viewHeight
,
x1
,
y1
,
x2
,
y2
,
gl
.
COLOR_BUFFER_BIT
,
gl
.
NEAREST
);
}
}
else
{
gl
.
bindFramebuffer
(
gl
.
READ_FRAMEBUFFER
,
srcFramebuffers
[
0
]
);
gl
.
blitFramebuffer
(
0
,
0
,
viewWidth
,
viewHeight
,
0
,
0
,
renderSize
.
x
,
renderSize
.
y
,
gl
.
COLOR_BUFFER_BIT
,
gl
.
NEAREST
);
}
}
if
(
renderer
.
capabilities
.
multiview
)
{
for
(
var
i
=
0
;
i
<
numViews
;
i
++
)
{
renderTarget
=
new
WebGLMultiviewRenderTarget
(
0
,
0
,
DEFAULT_NUMVIEWS
)
;
var
viewport
=
camera
.
cameras
[
i
].
viewport
;
renderSize
=
new
Vector2
()
;
mat4
=
[]
;
mat3
=
[]
;
cameraArray
=
[]
;
var
x1
=
viewport
.
x
;
var
y1
=
viewport
.
y
;
var
x2
=
x1
+
viewport
.
z
;
var
y2
=
y1
+
viewport
.
w
;
var
maxViews
=
capabilities
.
maxMultiviewViews
;
for
(
var
i
=
0
;
i
<
maxViews
;
i
++
)
{
mat4
[
i
]
=
new
Matrix4
();
mat3
[
i
]
=
new
Matrix3
();
gl
.
bindFramebuffer
(
gl
.
READ_FRAMEBUFFER
,
srcFramebuffers
[
i
]
);
gl
.
blitFramebuffer
(
0
,
0
,
viewWidth
,
viewHeight
,
x1
,
y1
,
x2
,
y2
,
gl
.
COLOR_BUFFER_BIT
,
gl
.
NEAREST
);
}
}
this
.
isAvailable
=
isAvailable
;
this
.
attachCamera
=
attachCamera
;
this
.
detachCamera
=
detachCamera
;
this
.
updateCameraProjectionMatricesUniform
=
updateCameraProjectionMatricesUniform
;
...
...
src/renderers/webgl/WebGLTextures.js
浏览文件 @
9598265d
...
...
@@ -1016,53 +1016,45 @@ function WebGLTextures( _gl, extensions, state, properties, capabilities, utils,
}
else
if
(
isMultiview
)
{
if
(
capabilities
.
multiview
)
{
var
width
=
renderTarget
.
width
;
var
height
=
renderTarget
.
height
;
var
numViews
=
renderTarget
.
numViews
;
_gl
.
bindFramebuffer
(
_gl
.
FRAMEBUFFER
,
renderTargetProperties
.
__webglFramebuffer
);
var
ext
=
extensions
.
get
(
'
OVR_multiview2
'
);
info
.
memory
.
textures
+=
2
;
var
width
=
renderTarget
.
width
;
var
height
=
renderTarget
.
height
;
var
numViews
=
renderTarget
.
numViews
;
var
colorTexture
=
_gl
.
createTexture
();
_gl
.
bindTexture
(
_gl
.
TEXTURE_2D_ARRAY
,
colorTexture
);
_gl
.
texParameteri
(
_gl
.
TEXTURE_2D_ARRAY
,
_gl
.
TEXTURE_MAG_FILTER
,
_gl
.
NEAREST
);
_gl
.
texParameteri
(
_gl
.
TEXTURE_2D_ARRAY
,
_gl
.
TEXTURE_MIN_FILTER
,
_gl
.
NEAREST
);
_gl
.
texImage3D
(
_gl
.
TEXTURE_2D_ARRAY
,
0
,
_gl
.
RGBA8
,
width
,
height
,
numViews
,
0
,
_gl
.
RGBA
,
_gl
.
UNSIGNED_BYTE
,
null
);
ext
.
framebufferTextureMultiviewOVR
(
_gl
.
FRAMEBUFFER
,
_gl
.
COLOR_ATTACHMENT0
,
colorTexture
,
0
,
0
,
numViews
);
_gl
.
bindFramebuffer
(
_gl
.
FRAMEBUFFER
,
renderTargetProperties
.
__webglFramebuffer
);
var
depthStencilTexture
=
_gl
.
createTexture
();
_gl
.
bindTexture
(
_gl
.
TEXTURE_2D_ARRAY
,
depthStencilTexture
);
_gl
.
texParameteri
(
_gl
.
TEXTURE_2D_ARRAY
,
_gl
.
TEXTURE_MAG_FILTER
,
_gl
.
NEAREST
);
_gl
.
texParameteri
(
_gl
.
TEXTURE_2D_ARRAY
,
_gl
.
TEXTURE_MIN_FILTER
,
_gl
.
NEAREST
);
_gl
.
texImage3D
(
_gl
.
TEXTURE_2D_ARRAY
,
0
,
_gl
.
DEPTH24_STENCIL8
,
width
,
height
,
numViews
,
0
,
_gl
.
DEPTH_STENCIL
,
_gl
.
UNSIGNED_INT_24_8
,
null
);
ext
.
framebufferTextureMultiviewOVR
(
_gl
.
FRAMEBUFFER
,
_gl
.
DEPTH_STENCIL_ATTACHMENT
,
depthStencilTexture
,
0
,
0
,
numViews
);
var
ext
=
extensions
.
get
(
'
OVR_multiview2
'
);
var
viewFramebuffers
=
new
Array
(
numViews
);
for
(
var
i
=
0
;
i
<
numViews
;
++
i
)
{
info
.
memory
.
textures
+=
2
;
viewFramebuffers
[
i
]
=
_gl
.
createFramebuffer
();
_gl
.
bindFramebuffer
(
_gl
.
FRAMEBUFFER
,
viewFramebuffers
[
i
]
);
_gl
.
framebufferTextureLayer
(
_gl
.
FRAMEBUFFER
,
_gl
.
COLOR_ATTACHMENT0
,
colorTexture
,
0
,
i
);
var
colorTexture
=
_gl
.
createTexture
();
_gl
.
bindTexture
(
_gl
.
TEXTURE_2D_ARRAY
,
colorTexture
);
_gl
.
texParameteri
(
_gl
.
TEXTURE_2D_ARRAY
,
_gl
.
TEXTURE_MAG_FILTER
,
_gl
.
NEAREST
);
_gl
.
texParameteri
(
_gl
.
TEXTURE_2D_ARRAY
,
_gl
.
TEXTURE_MIN_FILTER
,
_gl
.
NEAREST
);
_gl
.
texImage3D
(
_gl
.
TEXTURE_2D_ARRAY
,
0
,
_gl
.
RGBA8
,
width
,
height
,
numViews
,
0
,
_gl
.
RGBA
,
_gl
.
UNSIGNED_BYTE
,
null
);
ext
.
framebufferTextureMultiviewOVR
(
_gl
.
FRAMEBUFFER
,
_gl
.
COLOR_ATTACHMENT0
,
colorTexture
,
0
,
0
,
numViews
);
}
var
depthStencilTexture
=
_gl
.
createTexture
();
_gl
.
bindTexture
(
_gl
.
TEXTURE_2D_ARRAY
,
depthStencilTexture
);
_gl
.
texParameteri
(
_gl
.
TEXTURE_2D_ARRAY
,
_gl
.
TEXTURE_MAG_FILTER
,
_gl
.
NEAREST
);
_gl
.
texParameteri
(
_gl
.
TEXTURE_2D_ARRAY
,
_gl
.
TEXTURE_MIN_FILTER
,
_gl
.
NEAREST
);
_gl
.
texImage3D
(
_gl
.
TEXTURE_2D_ARRAY
,
0
,
_gl
.
DEPTH24_STENCIL8
,
width
,
height
,
numViews
,
0
,
_gl
.
DEPTH_STENCIL
,
_gl
.
UNSIGNED_INT_24_8
,
null
);
ext
.
framebufferTextureMultiviewOVR
(
_gl
.
FRAMEBUFFER
,
_gl
.
DEPTH_STENCIL_ATTACHMENT
,
depthStencilTexture
,
0
,
0
,
numViews
);
renderTargetProperties
.
__webglColorTexture
=
colorTexture
;
renderTargetProperties
.
__webglDepthStencilTexture
=
depthStencilTexture
;
renderTargetProperties
.
__webglViewFramebuffers
=
viewFramebuffers
;
var
viewFramebuffers
=
new
Array
(
numViews
);
for
(
var
i
=
0
;
i
<
numViews
;
++
i
)
{
_gl
.
bindFramebuffer
(
_gl
.
FRAMEBUFFER
,
null
);
_gl
.
bindTexture
(
_gl
.
TEXTURE_2D_ARRAY
,
null
);
viewFramebuffers
[
i
]
=
_gl
.
createFramebuffer
();
_gl
.
bindFramebuffer
(
_gl
.
FRAMEBUFFER
,
viewFramebuffers
[
i
]
);
_gl
.
framebufferTextureLayer
(
_gl
.
FRAMEBUFFER
,
_gl
.
COLOR_ATTACHMENT0
,
colorTexture
,
0
,
i
);
}
else
{
}
console
.
warn
(
'
THREE.WebGLRenderer: WebGLMultiviewRenderTarget can only be used with WebGL2 and Multiview extension support.
'
);
renderTargetProperties
.
__webglColorTexture
=
colorTexture
;
renderTargetProperties
.
__webglDepthStencilTexture
=
depthStencilTexture
;
renderTargetProperties
.
__webglViewFramebuffers
=
viewFramebuffers
;
}
_gl
.
bindFramebuffer
(
_gl
.
FRAMEBUFFER
,
null
);
_gl
.
bindTexture
(
_gl
.
TEXTURE_2D_ARRAY
,
null
);
}
...
...
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