90 lines
2.0 KiB
JavaScript
90 lines
2.0 KiB
JavaScript
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import { NodeMaterial } from 'three/webgpu';
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import { nodeObject, Fn, vec4, uv, If, mod, screenCoordinate } from 'three/tsl';
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import StereoCompositePassNode from './StereoCompositePassNode.js';
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/**
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* A render pass node that creates a parallax barrier effect.
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*
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* @augments StereoCompositePassNode
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* @three_import import { parallaxBarrierPass } from 'three/addons/tsl/display/ParallaxBarrierPassNode.js';
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*/
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class ParallaxBarrierPassNode extends StereoCompositePassNode {
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static get type() {
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return 'ParallaxBarrierPassNode';
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}
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/**
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* Constructs a new parallax barrier pass node.
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*
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* @param {Scene} scene - The scene to render.
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* @param {Camera} camera - The camera to render the scene with.
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*/
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constructor( scene, camera ) {
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super( scene, camera );
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/**
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* This flag can be used for type testing.
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*
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* @type {boolean}
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* @readonly
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* @default true
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*/
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this.isParallaxBarrierPassNode = true;
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}
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/**
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* This method is used to setup the effect's TSL code.
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*
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* @param {NodeBuilder} builder - The current node builder.
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* @return {PassTextureNode}
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*/
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setup( builder ) {
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const uvNode = uv();
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const parallaxBarrier = Fn( () => {
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const color = vec4().toVar();
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If( mod( screenCoordinate.y, 2 ).greaterThan( 1 ), () => {
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color.assign( this._mapLeft.sample( uvNode ) );
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} ).Else( () => {
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color.assign( this._mapRight.sample( uvNode ) );
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} );
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return color;
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} );
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const material = this._material || ( this._material = new NodeMaterial() );
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material.fragmentNode = parallaxBarrier().context( builder.getSharedContext() );
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material.needsUpdate = true;
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return super.setup( builder );
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}
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}
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export default ParallaxBarrierPassNode;
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/**
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* TSL function for creating an parallax barrier pass node.
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*
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* @tsl
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* @function
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* @param {Scene} scene - The scene to render.
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* @param {Camera} camera - The camera to render the scene with.
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* @returns {ParallaxBarrierPassNode}
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*/
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export const parallaxBarrierPass = ( scene, camera ) => nodeObject( new ParallaxBarrierPassNode( scene, camera ) );
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