提交 96f46dfe 编写于 作者: F Fernando Serrano

Remove multiviewEnabled on renderer

上级 b7913214
...@@ -316,7 +316,6 @@ function WebGLRenderer( parameters ) { ...@@ -316,7 +316,6 @@ function WebGLRenderer( parameters ) {
this.vr = vr; this.vr = vr;
var multiview = this.multiview = new WebGLMultiview(_multiviewRequested, _gl, _canvas, extensions, capabilities ); var multiview = this.multiview = new WebGLMultiview(_multiviewRequested, _gl, _canvas, extensions, capabilities );
var multiviewEnabled = this.multiviewEnabled = multiview.isEnabled();
// shadow map // shadow map
...@@ -1368,7 +1367,7 @@ function WebGLRenderer( parameters ) { ...@@ -1368,7 +1367,7 @@ function WebGLRenderer( parameters ) {
function renderObjects( renderList, scene, camera, overrideMaterial ) { function renderObjects( renderList, scene, camera, overrideMaterial ) {
if ( multiviewEnabled ) { if ( multiview.isEnabled() ) {
multiview.bindMultiviewFrameBuffer( camera ); multiview.bindMultiviewFrameBuffer( camera );
...@@ -1744,7 +1743,7 @@ function WebGLRenderer( parameters ) { ...@@ -1744,7 +1743,7 @@ function WebGLRenderer( parameters ) {
if ( refreshProgram || _currentCamera !== camera ) { if ( refreshProgram || _currentCamera !== camera ) {
if ( multiviewEnabled ) { if ( multiview.isEnabled() ) {
if ( false && vr.isPresenting() ) { if ( false && vr.isPresenting() ) {
...@@ -1809,7 +1808,7 @@ function WebGLRenderer( parameters ) { ...@@ -1809,7 +1808,7 @@ function WebGLRenderer( parameters ) {
material.isShaderMaterial || material.isShaderMaterial ||
material.skinning ) { material.skinning ) {
if ( multiviewEnabled ) { if ( multiview.isEnabled() ) {
if ( vr.isPresenting() ) { if ( vr.isPresenting() ) {
......
...@@ -430,7 +430,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters, ...@@ -430,7 +430,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
'uniform mat4 modelMatrix;', 'uniform mat4 modelMatrix;',
'uniform vec3 cameraPosition;', 'uniform vec3 cameraPosition;',
renderer.multiviewEnabled ? [ renderer.multiview.isEnabled() ? [
'uniform mat4 modelViewMatrix;', 'uniform mat4 modelViewMatrix;',
'uniform mat3 normalMatrix;', 'uniform mat3 normalMatrix;',
'uniform mat4 viewMatrices[2];', 'uniform mat4 viewMatrices[2];',
...@@ -566,7 +566,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters, ...@@ -566,7 +566,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
'uniform vec3 cameraPosition;', 'uniform vec3 cameraPosition;',
renderer.multiviewEnabled ? [ renderer.multiview.isEnabled() ? [
'uniform mat4 viewMatrices[2];', 'uniform mat4 viewMatrices[2];',
'#define viewMatrix viewMatrices[VIEW_ID]' '#define viewMatrix viewMatrices[VIEW_ID]'
...@@ -627,7 +627,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters, ...@@ -627,7 +627,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
prefixVertex = [ prefixVertex = [
'#version 300 es\n', '#version 300 es\n',
renderer.multiviewEnabled ? [ renderer.multiview.isEnabled() ? [
'#extension GL_OVR_multiview2 : require', '#extension GL_OVR_multiview2 : require',
'layout(num_views = 2) in;', 'layout(num_views = 2) in;',
...@@ -642,7 +642,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters, ...@@ -642,7 +642,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
prefixFragment = [ prefixFragment = [
'#version 300 es\n', '#version 300 es\n',
renderer.multiviewEnabled ? [ renderer.multiview.isEnabled() ? [
'#extension GL_OVR_multiview2 : require', '#extension GL_OVR_multiview2 : require',
'#define VIEW_ID gl_ViewID_OVR' '#define VIEW_ID gl_ViewID_OVR'
......
Markdown is supported
0% .
You are about to add 0 people to the discussion. Proceed with caution.
先完成此消息的编辑!
想要评论请 注册