|
@@ -45,6 +45,20 @@ export default class DepthBasicMaterial extends THREE.ShaderMaterial{
|
|
|
let viewportOffset = viewport.offset || new THREE.Vector2()
|
|
|
this.uniforms.resolution.value.copy(viewport.resolution)
|
|
|
this.uniforms.viewportOffset.value.copy(viewportOffset)
|
|
|
+
|
|
|
+
|
|
|
+ /* let dt = this.uniforms.depthTexture.value
|
|
|
+ if(window.logDep != 1000 && dt ){
|
|
|
+ window.logDep = (window.logDep || 0) + 1
|
|
|
+
|
|
|
+
|
|
|
+ console.log(' DepthParams', [ viewport.resolution.x, viewport.resolution.y],
|
|
|
+ [dt.image.width, dt.image.height] ,
|
|
|
+ this.uniforms.nearPlane.value, this.uniforms.farPlane.value
|
|
|
+ )
|
|
|
+
|
|
|
+ } */
|
|
|
+
|
|
|
},
|
|
|
render:(e)=>{//before render 如果有大于两个viewport的话,不同viewport用不同的depthTex
|
|
|
this.updateDepthParams(e)
|
|
@@ -174,6 +188,8 @@ export default class DepthBasicMaterial extends THREE.ShaderMaterial{
|
|
|
this.uniforms.depthTexture.value = viewer.getPRenderer().getRtEDL(viewport).depthTexture //其实只赋值一次就行
|
|
|
this.uniforms.nearPlane.value = camera.near;
|
|
|
this.uniforms.farPlane.value = camera.far;
|
|
|
+
|
|
|
+
|
|
|
}
|
|
|
//this.uniforms.uUseOrthographicCamera.value = !camera.isPerspectiveCamera
|
|
|
}
|