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- /**
- * @author fernandojsg / http://fernandojsg.com
- * @author Takahiro https://github.com/takahirox
- */
- import { WebGLMultiviewRenderTarget } from '../WebGLMultiviewRenderTarget.js';
- import { Matrix3 } from '../../math/Matrix3.js';
- import { Matrix4 } from '../../math/Matrix4.js';
- import { Vector2 } from '../../math/Vector2.js';
- function WebGLMultiview( renderer, gl ) {
- var DEFAULT_NUMVIEWS = 2;
- var capabilities = renderer.capabilities;
- var extensions = renderer.extensions;
- var properties = renderer.properties;
- var renderTarget, currentRenderTarget;
- var mat3, mat4, renderSize;
- var available;
- var maxNumViews = 0;
- //
- function isAvailable() {
- if ( available === undefined ) {
- var extension = extensions.get( 'OVR_multiview2' );
- available = extension !== null && gl.getContextAttributes().antialias === false;
- if ( available ) {
- maxNumViews = gl.getParameter( extension.MAX_VIEWS_OVR );
- renderTarget = new WebGLMultiviewRenderTarget( 0, 0, DEFAULT_NUMVIEWS );
- renderSize = new Vector2();
- mat4 = [];
- mat3 = [];
- var maxViews = capabilities.maxMultiviewViews;
- for ( var i = 0; i < maxViews; i ++ ) {
- mat4[ i ] = new Matrix4();
- mat3[ i ] = new Matrix3();
- }
- }
- }
- return available;
- }
- function updateCameraProjectionMatricesUniform( camera, uniforms ) {
- var cameras = camera.cameras;
- for ( var i = 0; i < cameras.length; i ++ ) {
- mat4[ i ].copy( cameras[ i ].projectionMatrix );
- }
- uniforms.setValue( gl, 'projectionMatrices', mat4 );
- }
- function updateCameraViewMatricesUniform( camera, uniforms ) {
- var cameras = camera.cameras;
- for ( var i = 0; i < cameras.length; i ++ ) {
- mat4[ i ].copy( cameras[ i ].matrixWorldInverse );
- }
- uniforms.setValue( gl, 'viewMatrices', mat4 );
- }
- function updateObjectMatricesUniforms( object, camera, uniforms ) {
- var cameras = camera.cameras;
- for ( var i = 0; i < cameras.length; i ++ ) {
- mat4[ i ].multiplyMatrices( cameras[ i ].matrixWorldInverse, object.matrixWorld );
- mat3[ i ].getNormalMatrix( mat4[ i ] );
- }
- uniforms.setValue( gl, 'modelViewMatrices', mat4 );
- uniforms.setValue( gl, 'normalMatrices', mat3 );
- }
- function isMultiviewCompatible( camera ) {
- var cameras = camera.cameras;
- if ( cameras.length > maxNumViews ) return false;
- for ( var i = 1, il = cameras.length; i < il; i ++ ) {
- if ( cameras[ 0 ].viewport.z !== cameras[ i ].viewport.z ||
- cameras[ 0 ].viewport.w !== cameras[ i ].viewport.w ) return false;
- }
- return true;
- }
- function resizeRenderTarget( camera ) {
- if ( currentRenderTarget ) {
- renderSize.set( currentRenderTarget.width, currentRenderTarget.height );
- } else {
- renderer.getDrawingBufferSize( renderSize );
- }
- var viewport = camera.cameras[ 0 ].viewport;
- renderTarget.setSize( viewport.z, viewport.w );
- renderTarget.setNumViews( camera.cameras.length );
- }
- function attachCamera( camera ) {
- if ( ! isMultiviewCompatible( camera ) ) return;
- currentRenderTarget = renderer.getRenderTarget();
- resizeRenderTarget( camera );
- renderer.setRenderTarget( renderTarget );
- }
- function detachCamera( camera ) {
- if ( renderTarget !== renderer.getRenderTarget() ) return;
- renderer.setRenderTarget( currentRenderTarget );
- flush( camera );
- }
- function flush( camera ) {
- var srcRenderTarget = renderTarget;
- var numViews = srcRenderTarget.numViews;
- var srcFramebuffers = properties.get( srcRenderTarget ).__webglViewFramebuffers;
- var viewWidth = srcRenderTarget.width;
- var viewHeight = srcRenderTarget.height;
- for ( var i = 0; i < numViews; i ++ ) {
- var viewport = camera.cameras[ i ].viewport;
- var x1 = viewport.x;
- var y1 = viewport.y;
- var x2 = x1 + viewport.z;
- var y2 = y1 + viewport.w;
- gl.bindFramebuffer( gl.READ_FRAMEBUFFER, srcFramebuffers[ i ] );
- gl.blitFramebuffer( 0, 0, viewWidth, viewHeight, x1, y1, x2, y2, gl.COLOR_BUFFER_BIT, gl.NEAREST );
- }
- }
- this.isAvailable = isAvailable;
- this.attachCamera = attachCamera;
- this.detachCamera = detachCamera;
- this.updateCameraProjectionMatricesUniform = updateCameraProjectionMatricesUniform;
- this.updateCameraViewMatricesUniform = updateCameraViewMatricesUniform;
- this.updateObjectMatricesUniforms = updateObjectMatricesUniforms;
- }
- export { WebGLMultiview };
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