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Introduce supportsMultiview on Material. Fix shadows with multiview enabled

Fernando Serrano 6 years ago
parent
commit
f7dc59de53

+ 287 - 0
examples/webvr_dragging_multiview.html

@@ -0,0 +1,287 @@
+<!DOCTYPE html>
+<html lang="en">
+	<head>
+		<title>three.js webvr - dragging</title>
+		<meta charset="utf-8">
+		<meta name="viewport" content="width=device-width, initial-scale=1.0, user-scalable=no">
+		<style>
+			body {
+				font-family: Monospace;
+				background-color: #101010;
+				color: #fff;
+				margin: 0px;
+				overflow: hidden;
+			}
+			a {
+				color: #f00;
+			}
+		</style>
+	</head>
+	<body>
+
+		<script src="../build/three.js"></script>
+		<script src="js/vr/WebVR.js"></script>
+
+		<script>
+
+			var container;
+			var camera, scene, renderer;
+			var controller1, controller2;
+
+			var raycaster, intersected = [];
+			var tempMatrix = new THREE.Matrix4();
+
+			var group;
+
+			init();
+			animate();
+
+			function init() {
+
+				container = document.createElement( 'div' );
+				document.body.appendChild( container );
+
+				var info = document.createElement( 'div' );
+				info.style.position = 'absolute';
+				info.style.top = '10px';
+				info.style.width = '100%';
+				info.style.textAlign = 'center';
+				info.innerHTML = '<a href="http://threejs.org" target="_blank" rel="noopener">three.js</a> webvr - dragging';
+				container.appendChild( info );
+
+				scene = new THREE.Scene();
+				scene.background = new THREE.Color( 0x808080 );
+
+				camera = new THREE.PerspectiveCamera( 70, window.innerWidth / window.innerHeight, 0.1, 10 );
+
+				var geometry = new THREE.PlaneBufferGeometry( 4, 4 );
+				var material = new THREE.MeshStandardMaterial( {
+					color: 0xeeeeee,
+					roughness: 1.0,
+					metalness: 0.0
+				} );
+				var floor = new THREE.Mesh( geometry, material );
+				floor.rotation.x = - Math.PI / 2;
+				floor.receiveShadow = true;
+				scene.add( floor );
+
+				scene.add( new THREE.HemisphereLight( 0x808080, 0x606060 ) );
+
+				var light = new THREE.DirectionalLight( 0xffffff );
+				light.position.set( 0, 6, 0 );
+				light.castShadow = true;
+				light.shadow.camera.top = 2;
+				light.shadow.camera.bottom = - 2;
+				light.shadow.camera.right = 2;
+				light.shadow.camera.left = - 2;
+				light.shadow.mapSize.set( 4096, 4096 );
+				scene.add( light );
+
+				group = new THREE.Group();
+				scene.add( group );
+
+				var geometries = [
+					new THREE.BoxBufferGeometry( 0.2, 0.2, 0.2 ),
+					new THREE.ConeBufferGeometry( 0.2, 0.2, 64 ),
+					new THREE.CylinderBufferGeometry( 0.2, 0.2, 0.2, 64 ),
+					new THREE.IcosahedronBufferGeometry( 0.2, 3 ),
+					new THREE.TorusBufferGeometry( 0.2, 0.04, 64, 32 )
+				];
+
+				for ( var i = 0; i < 200; i ++ ) {
+
+					var geometry = geometries[ Math.floor( Math.random() * geometries.length ) ];
+					var material = new THREE.MeshStandardMaterial( {
+						color: Math.random() * 0xffffff,
+						roughness: 0.7,
+						metalness: 0.0
+					} );
+
+					var object = new THREE.Mesh( geometry, material );
+
+					object.position.x = Math.random() * 4 - 2;
+					object.position.y = Math.random() * 2;
+					object.position.z = Math.random() * 4 - 2;
+
+					object.rotation.x = Math.random() * 2 * Math.PI;
+					object.rotation.y = Math.random() * 2 * Math.PI;
+					object.rotation.z = Math.random() * 2 * Math.PI;
+
+					object.scale.setScalar( Math.random() + 0.5 );
+
+					object.castShadow = true;
+					object.receiveShadow = true;
+
+					group.add( object );
+
+				}
+
+				//
+
+        var canvas = document.createElement( 'canvas' );
+				var context = canvas.getContext( 'webgl2', { antialias: false } );
+				renderer = new THREE.WebGLRenderer( { canvas: canvas, context: context, multiview: true } );
+				renderer.setPixelRatio( window.devicePixelRatio );
+				renderer.setSize( window.innerWidth, window.innerHeight );
+				renderer.gammaInput = true;
+				renderer.gammaOutput = true;
+				renderer.shadowMap.enabled = true;
+				renderer.vr.enabled = true;
+				container.appendChild( renderer.domElement );
+
+				document.body.appendChild( WEBVR.createButton( renderer ) );
+
+				// controllers
+
+				controller1 = renderer.vr.getController( 0 );
+				controller1.addEventListener( 'selectstart', onSelectStart );
+				controller1.addEventListener( 'selectend', onSelectEnd );
+				scene.add( controller1 );
+
+				controller2 = renderer.vr.getController( 1 );
+				controller2.addEventListener( 'selectstart', onSelectStart );
+				controller2.addEventListener( 'selectend', onSelectEnd );
+				scene.add( controller2 );
+
+				//
+
+				var geometry = new THREE.BufferGeometry().setFromPoints( [ new THREE.Vector3( 0, 0, 0 ), new THREE.Vector3( 0, 0, - 1 ) ] );
+
+				var line = new THREE.Line( geometry );
+				line.name = 'line';
+				line.scale.z = 5;
+
+				controller1.add( line.clone() );
+				controller2.add( line.clone() );
+
+				raycaster = new THREE.Raycaster();
+
+				//
+
+				window.addEventListener( 'resize', onWindowResize, false );
+
+			}
+
+			function onWindowResize() {
+
+				camera.aspect = window.innerWidth / window.innerHeight;
+				camera.updateProjectionMatrix();
+
+				renderer.setSize( window.innerWidth, window.innerHeight );
+
+			}
+
+			function onSelectStart( event ) {
+
+				var controller = event.target;
+
+				var intersections = getIntersections( controller );
+
+				if ( intersections.length > 0 ) {
+
+					var intersection = intersections[ 0 ];
+
+					tempMatrix.getInverse( controller.matrixWorld );
+
+					var object = intersection.object;
+					object.matrix.premultiply( tempMatrix );
+					object.matrix.decompose( object.position, object.quaternion, object.scale );
+					object.material.emissive.b = 1;
+					controller.add( object );
+
+					controller.userData.selected = object;
+
+				}
+
+			}
+
+			function onSelectEnd( event ) {
+
+				var controller = event.target;
+
+				if ( controller.userData.selected !== undefined ) {
+
+					var object = controller.userData.selected;
+					object.matrix.premultiply( controller.matrixWorld );
+					object.matrix.decompose( object.position, object.quaternion, object.scale );
+					object.material.emissive.b = 0;
+					group.add( object );
+
+					controller.userData.selected = undefined;
+
+				}
+
+
+			}
+
+			function getIntersections( controller ) {
+
+				tempMatrix.identity().extractRotation( controller.matrixWorld );
+
+				raycaster.ray.origin.setFromMatrixPosition( controller.matrixWorld );
+				raycaster.ray.direction.set( 0, 0, - 1 ).applyMatrix4( tempMatrix );
+
+				return raycaster.intersectObjects( group.children );
+
+			}
+
+			function intersectObjects( controller ) {
+
+				// Do not highlight when already selected
+
+				if ( controller.userData.selected !== undefined ) return;
+
+				var line = controller.getObjectByName( 'line' );
+				var intersections = getIntersections( controller );
+
+				if ( intersections.length > 0 ) {
+
+					var intersection = intersections[ 0 ];
+
+					var object = intersection.object;
+					object.material.emissive.r = 1;
+					intersected.push( object );
+
+					line.scale.z = intersection.distance;
+
+				} else {
+
+					line.scale.z = 5;
+
+				}
+
+			}
+
+			function cleanIntersected() {
+
+				while ( intersected.length ) {
+
+					var object = intersected.pop();
+					object.material.emissive.r = 0;
+
+				}
+
+			}
+
+			//
+
+			function animate() {
+
+				renderer.setAnimationLoop( render );
+
+			}
+
+			function render() {
+
+				cleanIntersected();
+
+				intersectObjects( controller1 );
+				intersectObjects( controller2 );
+
+				renderer.render( scene, camera );
+
+			}
+
+		</script>
+	</body>
+</html>

+ 2 - 0
src/materials/Material.js

@@ -70,6 +70,8 @@ function Material() {
 
 
 	this.visible = true;
 	this.visible = true;
 
 
+	this.supportsMultiview = true;
+
 	this.userData = {};
 	this.userData = {};
 
 
 	this.needsUpdate = true;
 	this.needsUpdate = true;

+ 2 - 2
src/renderers/WebGLRenderer.js

@@ -1736,7 +1736,7 @@ function WebGLRenderer( parameters ) {
 
 
 		if ( refreshProgram || _currentCamera !== camera ) {
 		if ( refreshProgram || _currentCamera !== camera ) {
 
 
-			if ( multiview.isEnabled() ) {
+			if ( material.supportsMultiview && multiview.isEnabled() ) {
 
 
 				if ( camera.isArrayCamera ) {
 				if ( camera.isArrayCamera ) {
 
 
@@ -1801,7 +1801,7 @@ function WebGLRenderer( parameters ) {
 				material.isShaderMaterial ||
 				material.isShaderMaterial ||
 				material.skinning ) {
 				material.skinning ) {
 
 
-				if ( multiview.isEnabled() ) {
+				if ( material.supportsMultiview && multiview.isEnabled() ) {
 
 
 					if ( camera.isArrayCamera ) {
 					if ( camera.isArrayCamera ) {
 
 

+ 4 - 4
src/renderers/webgl/WebGLProgram.js

@@ -413,7 +413,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
 			'uniform mat4 modelMatrix;',
 			'uniform mat4 modelMatrix;',
 			'uniform vec3 cameraPosition;',
 			'uniform vec3 cameraPosition;',
 
 
-			renderer.multiview.isEnabled() ? [
+			material.supportsMultiview && renderer.multiview.isEnabled() ? [
 				'uniform mat4 modelViewMatrix;',
 				'uniform mat4 modelViewMatrix;',
 				'uniform mat3 normalMatrix;',
 				'uniform mat3 normalMatrix;',
 				'uniform mat4 viewMatrices[2];',
 				'uniform mat4 viewMatrices[2];',
@@ -542,7 +542,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
 
 
 			'uniform vec3 cameraPosition;',
 			'uniform vec3 cameraPosition;',
 
 
-			renderer.multiview.isEnabled() ? [
+			material.supportsMultiview && renderer.multiview.isEnabled() ? [
 
 
 				'uniform mat4 viewMatrices[2];',
 				'uniform mat4 viewMatrices[2];',
 				'#define viewMatrix viewMatrices[VIEW_ID]'
 				'#define viewMatrix viewMatrices[VIEW_ID]'
@@ -603,7 +603,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
 		prefixVertex = [
 		prefixVertex = [
 			'#version 300 es\n',
 			'#version 300 es\n',
 
 
-			renderer.multiview.isEnabled() ? [
+			material.supportsMultiview && renderer.multiview.isEnabled() ? [
 
 
 				'#extension GL_OVR_multiview2 : require',
 				'#extension GL_OVR_multiview2 : require',
 				'layout(num_views = 2) in;',
 				'layout(num_views = 2) in;',
@@ -618,7 +618,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
 
 
 		prefixFragment = [
 		prefixFragment = [
 			'#version 300 es\n',
 			'#version 300 es\n',
-			renderer.multiview.isEnabled() ? [
+			material.supportsMultiview && renderer.multiview.isEnabled() ? [
 
 
 				'#extension GL_OVR_multiview2 : require',
 				'#extension GL_OVR_multiview2 : require',
 				'#define VIEW_ID gl_ViewID_OVR'
 				'#define VIEW_ID gl_ViewID_OVR'

+ 2 - 0
src/renderers/webgl/WebGLShadowMap.js

@@ -60,6 +60,8 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {
 
 
 		var depthMaterial = new MeshDepthMaterial( {
 		var depthMaterial = new MeshDepthMaterial( {
 
 
+			supportsMultiview: false,
+
 			depthPacking: RGBADepthPacking,
 			depthPacking: RGBADepthPacking,
 
 
 			morphTargets: useMorphing,
 			morphTargets: useMorphing,