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a3681944
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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 >>
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a3681944
编写于
9月 27, 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: Brought back removed non-ArrayCamera code path and use in VR.
上级
d6f1f896
变更
2
隐藏空白更改
内联
并排
Showing
2 changed file
with
53 addition
and
22 deletion
+53
-22
src/renderers/WebGLRenderer.js
src/renderers/WebGLRenderer.js
+6
-6
src/renderers/webgl/WebGLMultiview.js
src/renderers/webgl/WebGLMultiview.js
+47
-16
未找到文件。
src/renderers/WebGLRenderer.js
浏览文件 @
a3681944
...
...
@@ -1197,7 +1197,7 @@ function WebGLRenderer( parameters ) {
}
if
(
camera
.
isArrayCamera
&&
multiview
.
isAvailable
()
)
{
if
(
vr
.
enabled
&&
multiview
.
isAvailable
()
)
{
multiview
.
attachCamera
(
camera
);
...
...
@@ -1257,13 +1257,13 @@ function WebGLRenderer( parameters ) {
state
.
setPolygonOffset
(
false
);
if
(
camera
.
isArrayCamera
&&
multiview
.
isAvailable
()
)
{
if
(
vr
.
enabled
)
{
multiview
.
detachCamera
(
camera
);
if
(
multiview
.
isAvailable
()
)
{
}
multiview
.
detachCamera
(
camera
);
if
(
vr
.
enabled
)
{
}
vr
.
submitFrame
();
...
...
@@ -1416,7 +1416,7 @@ function WebGLRenderer( parameters ) {
_currentArrayCamera
=
camera
;
if
(
multiview
.
isAvailable
()
)
{
if
(
vr
.
enabled
&&
multiview
.
isAvailable
()
)
{
renderObject
(
object
,
scene
,
camera
,
geometry
,
material
,
group
);
...
...
src/renderers/webgl/WebGLMultiview.js
浏览文件 @
a3681944
...
...
@@ -16,7 +16,7 @@ function WebGLMultiview( renderer, gl ) {
var
properties
=
renderer
.
properties
;
var
renderTarget
,
currentRenderTarget
;
var
mat3
,
mat4
,
renderSize
;
var
mat3
,
mat4
,
cameraArray
,
renderSize
;
var
available
;
var
maxNumViews
=
0
;
...
...
@@ -39,6 +39,7 @@ function WebGLMultiview( renderer, gl ) {
renderSize
=
new
Vector2
();
mat4
=
[];
mat3
=
[];
cameraArray
=
[];
for
(
var
i
=
0
;
i
<
maxNumViews
;
i
++
)
{
...
...
@@ -55,9 +56,19 @@ function WebGLMultiview( renderer, gl ) {
}
function
getCameraArray
(
camera
)
{
if
(
camera
.
isArrayCamera
)
return
camera
.
cameras
;
cameraArray
[
0
]
=
camera
;
return
cameraArray
;
}
function
updateCameraProjectionMatricesUniform
(
camera
,
uniforms
)
{
var
cameras
=
camera
.
cameras
;
var
cameras
=
getCameraArray
(
camera
)
;
for
(
var
i
=
0
;
i
<
cameras
.
length
;
i
++
)
{
...
...
@@ -71,7 +82,7 @@ function WebGLMultiview( renderer, gl ) {
function
updateCameraViewMatricesUniform
(
camera
,
uniforms
)
{
var
cameras
=
camera
.
cameras
;
var
cameras
=
getCameraArray
(
camera
)
;
for
(
var
i
=
0
;
i
<
cameras
.
length
;
i
++
)
{
...
...
@@ -85,7 +96,7 @@ function WebGLMultiview( renderer, gl ) {
function
updateObjectMatricesUniforms
(
object
,
camera
,
uniforms
)
{
var
cameras
=
camera
.
cameras
;
var
cameras
=
getCameraArray
(
camera
)
;
for
(
var
i
=
0
;
i
<
cameras
.
length
;
i
++
)
{
...
...
@@ -101,6 +112,8 @@ function WebGLMultiview( renderer, gl ) {
function
isMultiviewCompatible
(
camera
)
{
if
(
camera
.
isArrayCamera
===
undefined
)
return
true
;
var
cameras
=
camera
.
cameras
;
if
(
cameras
.
length
>
maxNumViews
)
return
false
;
...
...
@@ -128,16 +141,25 @@ function WebGLMultiview( renderer, gl ) {
}
var
viewport
=
camera
.
cameras
[
0
].
viewport
;
if
(
camera
.
isArrayCamera
)
{
var
viewport
=
camera
.
cameras
[
0
].
viewport
;
renderTarget
.
setSize
(
viewport
.
z
,
viewport
.
w
);
renderTarget
.
setNumViews
(
camera
.
cameras
.
length
);
renderTarget
.
setSize
(
viewport
.
z
,
viewport
.
w
);
renderTarget
.
setNumViews
(
camera
.
cameras
.
length
);
}
else
{
renderTarget
.
setSize
(
renderSize
.
x
,
renderSize
.
y
);
renderTarget
.
setNumViews
(
DEFAULT_NUMVIEWS
);
}
}
function
attachCamera
(
camera
)
{
if
(
!
isMultiviewCompatible
(
camera
)
)
return
;
if
(
isMultiviewCompatible
(
camera
)
===
false
)
return
;
currentRenderTarget
=
renderer
.
getRenderTarget
();
resizeRenderTarget
(
camera
);
...
...
@@ -165,17 +187,26 @@ function WebGLMultiview( renderer, gl ) {
var
viewWidth
=
srcRenderTarget
.
width
;
var
viewHeight
=
srcRenderTarget
.
height
;
for
(
var
i
=
0
;
i
<
numViews
;
i
++
)
{
if
(
camera
.
isArrayCamera
)
{
for
(
var
i
=
0
;
i
<
numViews
;
i
++
)
{
var
viewport
=
camera
.
cameras
[
i
].
viewport
;
var
viewport
=
camera
.
cameras
[
i
].
viewport
;
var
x1
=
viewport
.
x
;
var
y1
=
viewport
.
y
;
var
x2
=
x1
+
viewport
.
z
;
var
y2
=
y1
+
viewport
.
w
;
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
[
i
]
);
gl
.
blitFramebuffer
(
0
,
0
,
viewWidth
,
viewHeight
,
x1
,
y1
,
x2
,
y2
,
gl
.
COLOR_BUFFER_BIT
,
gl
.
NEAREST
);
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
);
}
...
...
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