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@@ -13,28 +13,54 @@ function WebGLMultiview( renderer, gl ) {
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var DEFAULT_NUMVIEWS = 2;
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var capabilities = renderer.capabilities;
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+ var extensions = renderer.extensions;
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var properties = renderer.properties;
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- var maxNumViews = capabilities.maxMultiviewViews;
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-
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var renderTarget, currentRenderTarget;
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- var mat3, mat4, cameraArray, renderSize;
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+ var mat3, mat4, renderSize;
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- function getCameraArray( camera ) {
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+ var available;
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+ var maxNumViews = 0;
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- if ( camera.isArrayCamera ) return camera.cameras;
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+ //
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- cameraArray[ 0 ] = camera;
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+ function isAvailable() {
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- return cameraArray;
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+ if ( available === undefined ) {
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- }
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+ var extension = extensions.get( 'OVR_multiview2' );
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- //
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+ available = extension !== null && gl.getContextAttributes().antialias === false;
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+
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+ if ( available ) {
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+
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+ maxNumViews = gl.getParameter( extension.MAX_VIEWS_OVR );
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+ renderTarget = new WebGLMultiviewRenderTarget( 0, 0, DEFAULT_NUMVIEWS );
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+
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+ renderSize = new Vector2();
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+ mat4 = [];
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+ mat3 = [];
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+
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+ var maxViews = capabilities.maxMultiviewViews;
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+
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+ for ( var i = 0; i < maxViews; i ++ ) {
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+
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+ mat4[ i ] = new Matrix4();
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+ mat3[ i ] = new Matrix3();
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+
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+ }
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+
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+ }
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+
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+ }
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+
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+ return available;
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+
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+ }
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function updateCameraProjectionMatricesUniform( camera, uniforms ) {
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- var cameras = getCameraArray( camera );
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+ var cameras = camera.cameras;
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for ( var i = 0; i < cameras.length; i ++ ) {
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@@ -48,7 +74,7 @@ function WebGLMultiview( renderer, gl ) {
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function updateCameraViewMatricesUniform( camera, uniforms ) {
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- var cameras = getCameraArray( camera );
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+ var cameras = camera.cameras;
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for ( var i = 0; i < cameras.length; i ++ ) {
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@@ -62,7 +88,7 @@ function WebGLMultiview( renderer, gl ) {
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function updateObjectMatricesUniforms( object, camera, uniforms ) {
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- var cameras = getCameraArray( camera );
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+ var cameras = camera.cameras;
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for ( var i = 0; i < cameras.length; i ++ ) {
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@@ -78,8 +104,6 @@ function WebGLMultiview( renderer, gl ) {
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function isMultiviewCompatible( camera ) {
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- if ( ! camera.isArrayCamera ) return true;
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-
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var cameras = camera.cameras;
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if ( cameras.length > maxNumViews ) return false;
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@@ -107,20 +131,10 @@ function WebGLMultiview( renderer, gl ) {
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}
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- if ( camera.isArrayCamera ) {
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-
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- var viewport = camera.cameras[ 0 ].viewport;
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-
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- renderTarget.setSize( viewport.z, viewport.w );
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+ var viewport = camera.cameras[ 0 ].viewport;
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- renderTarget.setNumViews( camera.cameras.length );
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-
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- } else {
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-
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- renderTarget.setSize( renderSize.x, renderSize.y );
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- renderTarget.setNumViews( DEFAULT_NUMVIEWS );
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-
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- }
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+ renderTarget.setSize( viewport.z, viewport.w );
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+ renderTarget.setNumViews( camera.cameras.length );
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}
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@@ -139,6 +153,7 @@ function WebGLMultiview( renderer, gl ) {
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if ( renderTarget !== renderer.getRenderTarget() ) return;
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renderer.setRenderTarget( currentRenderTarget );
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+
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flush( camera );
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}
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@@ -153,53 +168,23 @@ function WebGLMultiview( renderer, gl ) {
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var viewWidth = srcRenderTarget.width;
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var viewHeight = srcRenderTarget.height;
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- if ( camera.isArrayCamera ) {
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-
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- for ( var i = 0; i < numViews; i ++ ) {
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-
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- var viewport = camera.cameras[ i ].viewport;
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-
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- var x1 = viewport.x;
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- var y1 = viewport.y;
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- var x2 = x1 + viewport.z;
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- var y2 = y1 + viewport.w;
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-
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- gl.bindFramebuffer( gl.READ_FRAMEBUFFER, srcFramebuffers[ i ] );
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- gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, x1, y1, x2, y2, gl.COLOR_BUFFER_BIT, gl.NEAREST );
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-
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- }
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-
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- } else {
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-
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- gl.bindFramebuffer( gl.READ_FRAMEBUFFER, srcFramebuffers[ 0 ] );
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- gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, 0, 0, renderSize.x, renderSize.y, gl.COLOR_BUFFER_BIT, gl.NEAREST );
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-
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- }
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-
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- }
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-
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-
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- if ( renderer.capabilities.multiview ) {
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+ for ( var i = 0; i < numViews; i ++ ) {
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- renderTarget = new WebGLMultiviewRenderTarget( 0, 0, DEFAULT_NUMVIEWS );
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+ var viewport = camera.cameras[ i ].viewport;
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- renderSize = new Vector2();
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- mat4 = [];
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- mat3 = [];
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- cameraArray = [];
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+ var x1 = viewport.x;
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+ var y1 = viewport.y;
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+ var x2 = x1 + viewport.z;
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+ var y2 = y1 + viewport.w;
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- var maxViews = capabilities.maxMultiviewViews;
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-
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- for ( var i = 0; i < maxViews; i ++ ) {
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-
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- mat4[ i ] = new Matrix4();
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- mat3[ i ] = new Matrix3();
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+ gl.bindFramebuffer( gl.READ_FRAMEBUFFER, srcFramebuffers[ i ] );
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+ gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, x1, y1, x2, y2, gl.COLOR_BUFFER_BIT, gl.NEAREST );
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}
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}
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-
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+ this.isAvailable = isAvailable;
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this.attachCamera = attachCamera;
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this.detachCamera = detachCamera;
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this.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform;
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