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Introduce supportsMultiview on Material. Fix shadows with multiview e…
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fernandojsg committed Apr 25, 2019
1 parent c129df9 commit 1cd69c9
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Showing 5 changed files with 297 additions and 6 deletions.
287 changes: 287 additions & 0 deletions examples/webvr_dragging_multiview.html
Original file line number Diff line number Diff line change
@@ -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 changes: 2 additions & 0 deletions src/materials/Material.js
Original file line number Diff line number Diff line change
Expand Up @@ -62,6 +62,8 @@ function Material() {

this.visible = true;

this.supportsMultiview = true;

this.userData = {};

this.needsUpdate = true;
Expand Down
4 changes: 2 additions & 2 deletions src/renderers/WebGLRenderer.js
Original file line number Diff line number Diff line change
Expand Up @@ -1762,7 +1762,7 @@ function WebGLRenderer( parameters ) {

if ( refreshProgram || _currentCamera !== camera ) {

if ( multiview.isEnabled() ) {
if ( material.supportsMultiview && multiview.isEnabled() ) {

if ( camera.isArrayCamera ) {

Expand Down Expand Up @@ -1827,7 +1827,7 @@ function WebGLRenderer( parameters ) {
material.isShaderMaterial ||
material.skinning ) {

if ( multiview.isEnabled() ) {
if ( material.supportsMultiview && multiview.isEnabled() ) {

if ( camera.isArrayCamera ) {

Expand Down
8 changes: 4 additions & 4 deletions src/renderers/webgl/WebGLProgram.js
Original file line number Diff line number Diff line change
Expand Up @@ -383,7 +383,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
'uniform mat4 modelMatrix;',
'uniform vec3 cameraPosition;',

renderer.multiview.isEnabled() ? [
material.supportsMultiview && renderer.multiview.isEnabled() ? [
'uniform mat4 modelViewMatrix;',
'uniform mat3 normalMatrix;',
'uniform mat4 viewMatrices[2];',
Expand Down Expand Up @@ -512,7 +512,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,

'uniform vec3 cameraPosition;',

renderer.multiview.isEnabled() ? [
material.supportsMultiview && renderer.multiview.isEnabled() ? [

'uniform mat4 viewMatrices[2];',
'#define viewMatrix viewMatrices[VIEW_ID]'
Expand Down Expand Up @@ -573,7 +573,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,
prefixVertex = [
'#version 300 es\n',

renderer.multiview.isEnabled() ? [
material.supportsMultiview && renderer.multiview.isEnabled() ? [

'#extension GL_OVR_multiview2 : require',
'layout(num_views = 2) in;',
Expand All @@ -588,7 +588,7 @@ function WebGLProgram( renderer, extensions, code, material, shader, parameters,

prefixFragment = [
'#version 300 es\n',
renderer.multiview.isEnabled() ? [
material.supportsMultiview && renderer.multiview.isEnabled() ? [

'#extension GL_OVR_multiview2 : require',
'#define VIEW_ID gl_ViewID_OVR'
Expand Down
2 changes: 2 additions & 0 deletions src/renderers/webgl/WebGLShadowMap.js
Original file line number Diff line number Diff line change
Expand Up @@ -60,6 +60,8 @@ function WebGLShadowMap( _renderer, _objects, maxTextureSize ) {

var depthMaterial = new MeshDepthMaterial( {

supportsMultiview: false,

depthPacking: RGBADepthPacking,

morphTargets: useMorphing,
Expand Down

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