WebGLMultiview.js 4.8 KB

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  1. /**
  2. * @author fernandojsg / http://fernandojsg.com
  3. * @author Takahiro https://github.com/takahirox
  4. */
  5. import { WebGLMultiviewRenderTarget } from '../WebGLMultiviewRenderTarget.js';
  6. import { Matrix3 } from '../../math/Matrix3.js';
  7. import { Matrix4 } from '../../math/Matrix4.js';
  8. import { Vector2 } from '../../math/Vector2.js';
  9. function WebGLMultiview( renderer, gl ) {
  10. var DEFAULT_NUMVIEWS = 2;
  11. var capabilities = renderer.capabilities;
  12. var properties = renderer.properties;
  13. var maxNumViews = capabilities.maxMultiviewViews;
  14. var renderTarget, currentRenderTarget;
  15. var mat3, mat4, cameraArray, renderSize;
  16. function getMaxViews() {
  17. return capabilities.maxMultiviewViews;
  18. }
  19. function getNumViews() {
  20. if ( renderTarget && renderer.getRenderTarget() === renderTarget ) {
  21. return renderTarget.numViews;
  22. }
  23. return 0;
  24. }
  25. function getCameraArray( camera ) {
  26. if ( camera.isArrayCamera ) return camera.cameras;
  27. cameraArray[ 0 ] = camera;
  28. return cameraArray;
  29. }
  30. //
  31. function updateCameraProjectionMatricesUniform( camera, uniforms ) {
  32. var cameras = getCameraArray( camera );
  33. for ( var i = 0; i < cameras.length; i ++ ) {
  34. mat4[ i ].copy( cameras[ i ].projectionMatrix );
  35. }
  36. uniforms.setValue( gl, 'projectionMatrices', mat4 );
  37. }
  38. function updateCameraViewMatricesUniform( camera, uniforms ) {
  39. var cameras = getCameraArray( camera );
  40. for ( var i = 0; i < cameras.length; i ++ ) {
  41. mat4[ i ].copy( cameras[ i ].matrixWorldInverse );
  42. }
  43. uniforms.setValue( gl, 'viewMatrices', mat4 );
  44. }
  45. function updateObjectMatricesUniforms( object, camera, uniforms ) {
  46. var cameras = getCameraArray( camera );
  47. for ( var i = 0; i < cameras.length; i ++ ) {
  48. mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld );
  49. mat3[ i ].getNormalMatrix( mat4[ i ] );
  50. }
  51. uniforms.setValue( gl, 'modelViewMatrices', mat4 );
  52. uniforms.setValue( gl, 'normalMatrices', mat3 );
  53. }
  54. function isMultiviewCompatible( camera ) {
  55. if ( ! camera.isArrayCamera ) return true;
  56. var cameras = camera.cameras;
  57. if ( cameras.length > maxNumViews ) return false;
  58. for ( var i = 1, il = cameras.length; i < il; i ++ ) {
  59. if ( cameras[ 0 ].viewport.z !== cameras[ i ].viewport.z ||
  60. cameras[ 0 ].viewport.w !== cameras[ i ].viewport.w ) return false;
  61. }
  62. return true;
  63. }
  64. function resizeRenderTarget( camera ) {
  65. if ( currentRenderTarget ) {
  66. renderSize.set( currentRenderTarget.width, currentRenderTarget.height );
  67. } else {
  68. renderer.getDrawingBufferSize( renderSize );
  69. }
  70. if ( camera.isArrayCamera ) {
  71. var viewport = camera.cameras[ 0 ].viewport;
  72. renderTarget.setSize( viewport.z, viewport.w );
  73. renderTarget.setNumViews( camera.cameras.length );
  74. } else {
  75. renderTarget.setSize( renderSize.x, renderSize.y );
  76. renderTarget.setNumViews( DEFAULT_NUMVIEWS );
  77. }
  78. }
  79. function attachRenderTarget( camera ) {
  80. if ( ! isMultiviewCompatible( camera ) ) return;
  81. currentRenderTarget = renderer.getRenderTarget();
  82. resizeRenderTarget( camera );
  83. renderer.setRenderTarget( renderTarget );
  84. }
  85. function detachRenderTarget( camera ) {
  86. if ( renderTarget !== renderer.getRenderTarget() ) return;
  87. renderer.setRenderTarget( currentRenderTarget );
  88. flush( camera );
  89. }
  90. function flush( camera ) {
  91. var srcRenderTarget = renderTarget;
  92. var numViews = srcRenderTarget.numViews;
  93. var srcFramebuffers = properties.get( srcRenderTarget ).__webglViewFramebuffers;
  94. var viewWidth = srcRenderTarget.width;
  95. var viewHeight = srcRenderTarget.height;
  96. if ( camera.isArrayCamera ) {
  97. for ( var i = 0; i < numViews; i ++ ) {
  98. var viewport = camera.cameras[ i ].viewport;
  99. var x1 = viewport.x;
  100. var y1 = viewport.y;
  101. var x2 = x1 + viewport.z;
  102. var y2 = y1 + viewport.w;
  103. gl.bindFramebuffer( gl.READ_FRAMEBUFFER, srcFramebuffers[ i ] );
  104. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, x1, y1, x2, y2, gl.COLOR_BUFFER_BIT, gl.NEAREST );
  105. }
  106. } else {
  107. gl.bindFramebuffer( gl.READ_FRAMEBUFFER, srcFramebuffers[ 0 ] );
  108. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, 0, 0, renderSize.x, renderSize.y, gl.COLOR_BUFFER_BIT, gl.NEAREST );
  109. }
  110. }
  111. if ( renderer.capabilities.multiview ) {
  112. renderTarget = new WebGLMultiviewRenderTarget( 0, 0, DEFAULT_NUMVIEWS );
  113. renderSize = new Vector2();
  114. mat4 = [];
  115. mat3 = [];
  116. cameraArray = [];
  117. for ( var i = 0; i < getMaxViews(); i ++ ) {
  118. mat4[ i ] = new Matrix4();
  119. mat3[ i ] = new Matrix3();
  120. }
  121. }
  122. this.attachRenderTarget = attachRenderTarget;
  123. this.detachRenderTarget = detachRenderTarget;
  124. this.getNumViews = getNumViews;
  125. this.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform;
  126. this.updateCameraViewMatricesUniform = updateCameraViewMatricesUniform;
  127. this.updateObjectMatricesUniforms = updateObjectMatricesUniforms;
  128. }
  129. export { WebGLMultiview };
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