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Remove multiview request and handle it just automatically

Fernando Serrano 6 ani în urmă
părinte
comite
45bf8ad504
2 a modificat fișierele cu 8 adăugiri și 32 ștergeri
  1. 4 7
      src/renderers/WebGLRenderer.js
  2. 4 25
      src/renderers/webgl/WebGLMultiview.js

+ 4 - 7
src/renderers/WebGLRenderer.js

@@ -58,9 +58,6 @@ function WebGLRenderer( parameters ) {
 
 	var _canvas = parameters.canvas !== undefined ? parameters.canvas : document.createElementNS( 'http://www.w3.org/1999/xhtml', 'canvas' ),
 		_context = parameters.context !== undefined ? parameters.context : null,
-
-		_multiviewRequested = parameters.multiview !== undefined ? parameters.multiview : false,
-
 		_alpha = parameters.alpha !== undefined ? parameters.alpha : false,
 		_depth = parameters.depth !== undefined ? parameters.depth : true,
 		_stencil = parameters.stencil !== undefined ? parameters.stencil : true,
@@ -315,7 +312,7 @@ function WebGLRenderer( parameters ) {
 
 	this.vr = vr;
 
-	var multiview = new WebGLMultiview( _this, _multiviewRequested );
+	var multiview = new WebGLMultiview( _this );
 
 	this.multiview = multiview;
 
@@ -1182,7 +1179,7 @@ function WebGLRenderer( parameters ) {
 
 		}
 
-		if ( multiview.isEnabled() ) {
+		if ( multiview.isAvailable() ) {
 
 			multiview.attachRenderTarget( camera );
 
@@ -1242,7 +1239,7 @@ function WebGLRenderer( parameters ) {
 
 		state.setPolygonOffset( false );
 
-		if ( multiview.isEnabled() ) {
+		if ( multiview.isAvailable() ) {
 
 			multiview.detachRenderTarget( camera );
 
@@ -1390,7 +1387,7 @@ function WebGLRenderer( parameters ) {
 			var material = overrideMaterial === undefined ? renderItem.material : overrideMaterial;
 			var group = renderItem.group;
 
-			if ( multiview.isEnabled() ) {
+			if ( multiview.isAvailable() ) {
 
 				_currentArrayCamera = camera;
 

+ 4 - 25
src/renderers/webgl/WebGLMultiview.js

@@ -8,9 +8,7 @@ import { Matrix3 } from '../../math/Matrix3.js';
 import { Matrix4 } from '../../math/Matrix4.js';
 import { Vector2 } from '../../math/Vector2.js';
 
-function WebGLMultiview( renderer, requested, options ) {
-
-	options = Object.assign( {}, { debug: false }, options );
+function WebGLMultiview( renderer ) {
 
 	var DEFAULT_NUMVIEWS = 2;
 	var gl = renderer.context;
@@ -59,26 +57,6 @@ function WebGLMultiview( renderer, requested, options ) {
 
 	}
 
-	function isEnabled() {
-
-		return requested && isAvailable();
-
-	}
-
-	if ( options.debug ) {
-
-		if ( requested && ! isAvailable() ) {
-
-			console.warn( 'WebGLRenderer: Multiview requested but not supported by the browser' );
-
-		} else if ( requested !== false && isAvailable() ) {
-
-			console.info( 'WebGLRenderer: Multiview enabled' );
-
-		}
-
-	}
-
 	function updateCameraProjectionMatricesUniform( camera, uniforms ) {
 
 		var cameras = getCameraArray( camera );
@@ -226,7 +204,9 @@ function WebGLMultiview( renderer, requested, options ) {
 	}
 
 
-	if ( isEnabled() ) {
+	if ( isAvailable() ) {
+
+		console.log('multiivew enabled!');
 
 		renderTarget = new WebGLMultiviewRenderTarget( 0, 0, DEFAULT_NUMVIEWS );
 
@@ -248,7 +228,6 @@ function WebGLMultiview( renderer, requested, options ) {
 	this.attachRenderTarget = attachRenderTarget;
 	this.detachRenderTarget = detachRenderTarget;
 	this.isAvailable = isAvailable;
-	this.isEnabled = isEnabled;
 	this.getNumViews = getNumViews;
 	this.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform;
 	this.updateCameraViewMatricesUniform = updateCameraViewMatricesUniform;