WebGLMultiview.js 4.9 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, contextAttributes ) {
  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 isAvailable() {
  32. return capabilities.multiview && !contextAttributes.antialias;
  33. }
  34. function updateCameraProjectionMatricesUniform( camera, uniforms ) {
  35. var cameras = getCameraArray( camera );
  36. for ( var i = 0; i < cameras.length; i ++ ) {
  37. mat4[ i ].copy( cameras[ i ].projectionMatrix );
  38. }
  39. uniforms.setValue( gl, 'projectionMatrices', mat4 );
  40. }
  41. function updateCameraViewMatricesUniform( camera, uniforms ) {
  42. var cameras = getCameraArray( camera );
  43. for ( var i = 0; i < cameras.length; i ++ ) {
  44. mat4[ i ].copy( cameras[ i ].matrixWorldInverse );
  45. }
  46. uniforms.setValue( gl, 'viewMatrices', mat4 );
  47. }
  48. function updateObjectMatricesUniforms( object, camera, uniforms ) {
  49. var cameras = getCameraArray( camera );
  50. for ( var i = 0; i < cameras.length; i ++ ) {
  51. mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld );
  52. mat3[ i ].getNormalMatrix( mat4[ i ] );
  53. }
  54. uniforms.setValue( gl, 'modelViewMatrices', mat4 );
  55. uniforms.setValue( gl, 'normalMatrices', mat3 );
  56. }
  57. function isMultiviewCompatible( camera ) {
  58. if ( ! camera.isArrayCamera ) return true;
  59. var cameras = camera.cameras;
  60. if ( cameras.length > maxNumViews ) return false;
  61. for ( var i = 1, il = cameras.length; i < il; i ++ ) {
  62. if ( cameras[ 0 ].viewport.z !== cameras[ i ].viewport.z ||
  63. cameras[ 0 ].viewport.w !== cameras[ i ].viewport.w ) return false;
  64. }
  65. return true;
  66. }
  67. function resizeRenderTarget( camera ) {
  68. if ( currentRenderTarget ) {
  69. renderSize.set( currentRenderTarget.width, currentRenderTarget.height );
  70. } else {
  71. renderer.getDrawingBufferSize( renderSize );
  72. }
  73. if ( camera.isArrayCamera ) {
  74. var viewport = camera.cameras[ 0 ].viewport;
  75. renderTarget.setSize( viewport.z, viewport.w );
  76. renderTarget.setNumViews( camera.cameras.length );
  77. } else {
  78. renderTarget.setSize( renderSize.x, renderSize.y );
  79. renderTarget.setNumViews( DEFAULT_NUMVIEWS );
  80. }
  81. }
  82. function attachRenderTarget( camera ) {
  83. if ( ! isMultiviewCompatible( camera ) ) return;
  84. currentRenderTarget = renderer.getRenderTarget();
  85. resizeRenderTarget( camera );
  86. renderer.setRenderTarget( renderTarget );
  87. }
  88. function detachRenderTarget( camera ) {
  89. if ( renderTarget !== renderer.getRenderTarget() ) return;
  90. renderer.setRenderTarget( currentRenderTarget );
  91. flush( camera );
  92. }
  93. function flush( camera ) {
  94. var srcRenderTarget = renderTarget;
  95. var numViews = srcRenderTarget.numViews;
  96. var srcFramebuffers = properties.get( srcRenderTarget ).__webglViewFramebuffers;
  97. var viewWidth = srcRenderTarget.width;
  98. var viewHeight = srcRenderTarget.height;
  99. if ( camera.isArrayCamera ) {
  100. for ( var i = 0; i < numViews; i ++ ) {
  101. var viewport = camera.cameras[ i ].viewport;
  102. var x1 = viewport.x;
  103. var y1 = viewport.y;
  104. var x2 = x1 + viewport.z;
  105. var y2 = y1 + viewport.w;
  106. gl.bindFramebuffer( gl.READ_FRAMEBUFFER, srcFramebuffers[ i ] );
  107. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, x1, y1, x2, y2, gl.COLOR_BUFFER_BIT, gl.NEAREST );
  108. }
  109. } else {
  110. gl.bindFramebuffer( gl.READ_FRAMEBUFFER, srcFramebuffers[ 0 ] );
  111. gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, 0, 0, renderSize.x, renderSize.y, gl.COLOR_BUFFER_BIT, gl.NEAREST );
  112. }
  113. }
  114. if ( isAvailable() ) {
  115. renderTarget = new WebGLMultiviewRenderTarget( 0, 0, DEFAULT_NUMVIEWS );
  116. renderSize = new Vector2();
  117. mat4 = [];
  118. mat3 = [];
  119. cameraArray = [];
  120. for ( var i = 0; i < getMaxViews(); i ++ ) {
  121. mat4[ i ] = new Matrix4();
  122. mat3[ i ] = new Matrix3();
  123. }
  124. }
  125. this.attachRenderTarget = attachRenderTarget;
  126. this.detachRenderTarget = detachRenderTarget;
  127. this.isAvailable = isAvailable;
  128. this.getNumViews = getNumViews;
  129. this.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform;
  130. this.updateCameraViewMatricesUniform = updateCameraViewMatricesUniform;
  131. this.updateObjectMatricesUniforms = updateObjectMatricesUniforms;
  132. }
  133. export { WebGLMultiview };