WebGLMultiview.js 4.5 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 getCameraArray( camera ) {
  17. if ( camera.isArrayCamera ) return camera.cameras;
  18. cameraArray[ 0 ] = camera;
  19. return cameraArray;
  20. }
  21. //
  22. function updateCameraProjectionMatricesUniform( camera, uniforms ) {
  23. var cameras = getCameraArray( camera );
  24. for ( var i = 0; i < cameras.length; i ++ ) {
  25. mat4[ i ].copy( cameras[ i ].projectionMatrix );
  26. }
  27. uniforms.setValue( gl, 'projectionMatrices', mat4 );
  28. }
  29. function updateCameraViewMatricesUniform( camera, uniforms ) {
  30. var cameras = getCameraArray( camera );
  31. for ( var i = 0; i < cameras.length; i ++ ) {
  32. mat4[ i ].copy( cameras[ i ].matrixWorldInverse );
  33. }
  34. uniforms.setValue( gl, 'viewMatrices', mat4 );
  35. }
  36. function updateObjectMatricesUniforms( object, camera, uniforms ) {
  37. var cameras = getCameraArray( camera );
  38. for ( var i = 0; i < cameras.length; i ++ ) {
  39. mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld );
  40. mat3[ i ].getNormalMatrix( mat4[ i ] );
  41. }
  42. uniforms.setValue( gl, 'modelViewMatrices', mat4 );
  43. uniforms.setValue( gl, 'normalMatrices', mat3 );
  44. }
  45. function isMultiviewCompatible( camera ) {
  46. if ( ! camera.isArrayCamera ) return true;
  47. var cameras = camera.cameras;
  48. if ( cameras.length > maxNumViews ) return false;
  49. for ( var i = 1, il = cameras.length; i < il; i ++ ) {
  50. if ( cameras[ 0 ].viewport.z !== cameras[ i ].viewport.z ||
  51. cameras[ 0 ].viewport.w !== cameras[ i ].viewport.w ) return false;
  52. }
  53. return true;
  54. }
  55. function resizeRenderTarget( camera ) {
  56. if ( currentRenderTarget ) {
  57. renderSize.set( currentRenderTarget.width, currentRenderTarget.height );
  58. } else {
  59. renderer.getDrawingBufferSize( renderSize );
  60. }
  61. if ( camera.isArrayCamera ) {
  62. var viewport = camera.cameras[ 0 ].viewport;
  63. renderTarget.setSize( viewport.z, viewport.w );
  64. renderTarget.setNumViews( camera.cameras.length );
  65. } else {
  66. renderTarget.setSize( renderSize.x, renderSize.y );
  67. renderTarget.setNumViews( DEFAULT_NUMVIEWS );
  68. }
  69. }
  70. function attachCamera( camera ) {
  71. if ( ! isMultiviewCompatible( camera ) ) return;
  72. currentRenderTarget = renderer.getRenderTarget();
  73. resizeRenderTarget( camera );
  74. renderer.setRenderTarget( renderTarget );
  75. }
  76. function detachCamera( camera ) {
  77. if ( renderTarget !== renderer.getRenderTarget() ) return;
  78. renderer.setRenderTarget( currentRenderTarget );
  79. flush( camera );
  80. }
  81. function flush( camera ) {
  82. var srcRenderTarget = renderTarget;
  83. var numViews = srcRenderTarget.numViews;
  84. var srcFramebuffers = properties.get( srcRenderTarget ).__webglViewFramebuffers;
  85. var viewWidth = srcRenderTarget.width;
  86. var viewHeight = srcRenderTarget.height;
  87. if ( camera.isArrayCamera ) {
  88. for ( var i = 0; i < numViews; i ++ ) {
  89. var viewport = camera.cameras[ i ].viewport;
  90. var x1 = viewport.x;
  91. var y1 = viewport.y;
  92. var x2 = x1 + viewport.z;
  93. var y2 = y1 + viewport.w;
  94. gl.bindFramebuffer( gl.READ_FRAMEBUFFER, srcFramebuffers[ i ] );
  95. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, x1, y1, x2, y2, gl.COLOR_BUFFER_BIT, gl.NEAREST );
  96. }
  97. } else {
  98. gl.bindFramebuffer( gl.READ_FRAMEBUFFER, srcFramebuffers[ 0 ] );
  99. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, 0, 0, renderSize.x, renderSize.y, gl.COLOR_BUFFER_BIT, gl.NEAREST );
  100. }
  101. }
  102. if ( renderer.capabilities.multiview ) {
  103. renderTarget = new WebGLMultiviewRenderTarget( 0, 0, DEFAULT_NUMVIEWS );
  104. renderSize = new Vector2();
  105. mat4 = [];
  106. mat3 = [];
  107. cameraArray = [];
  108. var maxViews = capabilities.maxMultiviewViews;
  109. for ( var i = 0; i < maxViews; i ++ ) {
  110. mat4[ i ] = new Matrix4();
  111. mat3[ i ] = new Matrix3();
  112. }
  113. }
  114. this.attachCamera = attachCamera;
  115. this.detachCamera = detachCamera;
  116. this.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform;
  117. this.updateCameraViewMatricesUniform = updateCameraViewMatricesUniform;
  118. this.updateObjectMatricesUniforms = updateObjectMatricesUniforms;
  119. }
  120. export { WebGLMultiview };
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