186 lines
4.2 KiB
JavaScript
186 lines
4.2 KiB
JavaScript
import { RenderTarget, StereoCamera, HalfFloatType, LinearFilter, NearestFilter, Vector2, PassNode, QuadMesh, RendererUtils } from 'three/webgpu';
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import { texture } from 'three/tsl';
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const _size = /*@__PURE__*/ new Vector2();
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const _quadMesh = /*@__PURE__*/ new QuadMesh();
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let _rendererState;
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/**
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* A special (abstract) render pass node that renders the scene
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* as a stereoscopic image. Unlike {@link StereoPassNode}, this
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* node merges the image for the left and right eye
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* into a single one. That is required for effects like
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* anaglyph or parallax barrier.
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*
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* @abstract
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* @augments PassNode
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* @three_import import { StereoCompositePassNode } from 'three/addons/tsl/display/StereoCompositePassNode.js';
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*/
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class StereoCompositePassNode extends PassNode {
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static get type() {
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return 'StereoCompositePassNode';
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}
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/**
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* Constructs a new stereo composite 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( PassNode.COLOR, 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.isStereoCompositePassNode = true;
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/**
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* The internal stereo camera that is used to render the scene.
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*
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* @type {StereoCamera}
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*/
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this.stereo = new StereoCamera();
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const _params = { minFilter: LinearFilter, magFilter: NearestFilter, type: HalfFloatType };
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/**
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* The render target for rendering the left eye's view.
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*
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* @type {RenderTarget}
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*/
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this._renderTargetL = new RenderTarget( 1, 1, _params );
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/**
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* The render target for rendering the right eye's view.
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*
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* @type {RenderTarget}
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*/
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this._renderTargetR = new RenderTarget( 1, 1, _params );
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/**
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* A texture node representing the left's eye view.
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*
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* @type {TextureNode}
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*/
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this._mapLeft = texture( this._renderTargetL.texture );
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/**
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* A texture node representing the right's eye view.
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*
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* @type {TextureNode}
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*/
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this._mapRight = texture( this._renderTargetR.texture );
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/**
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* The node material that implements the composite. All
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* derived effect passes must provide an instance for rendering.
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*
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* @type {NodeMaterial}
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*/
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this._material = null;
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}
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/**
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* Updates the internal stereo camera.
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*
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* @param {number} coordinateSystem - The current coordinate system.
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*/
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updateStereoCamera( coordinateSystem ) {
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this.stereo.cameraL.coordinateSystem = coordinateSystem;
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this.stereo.cameraR.coordinateSystem = coordinateSystem;
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this.stereo.update( this.camera );
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}
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/**
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* Sets the size of the pass.
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*
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* @param {number} width - The width of the pass.
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* @param {number} height - The height of the pass.
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*/
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setSize( width, height ) {
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super.setSize( width, height );
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this._renderTargetL.setSize( this.renderTarget.width, this.renderTarget.height );
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this._renderTargetR.setSize( this.renderTarget.width, this.renderTarget.height );
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}
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/**
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* This method is used to render the effect once per frame.
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*
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* @param {NodeFrame} frame - The current node frame.
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*/
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updateBefore( frame ) {
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const { renderer } = frame;
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const { scene, stereo, renderTarget } = this;
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_rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
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//
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this._pixelRatio = renderer.getPixelRatio();
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this.updateStereoCamera( renderer.coordinateSystem );
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const size = renderer.getSize( _size );
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this.setSize( size.width, size.height );
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// left
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renderer.setRenderTarget( this._renderTargetL );
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renderer.render( scene, stereo.cameraL );
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// right
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renderer.setRenderTarget( this._renderTargetR );
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renderer.render( scene, stereo.cameraR );
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// composite
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renderer.setRenderTarget( renderTarget );
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_quadMesh.material = this._material;
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_quadMesh.render( renderer );
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// restore
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RendererUtils.restoreRendererState( renderer, _rendererState );
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}
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/**
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* Frees internal resources. This method should be called
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* when the pass is no longer required.
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*/
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dispose() {
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super.dispose();
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this._renderTargetL.dispose();
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this._renderTargetR.dispose();
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if ( this._material !== null ) {
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this._material.dispose();
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}
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}
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}
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export default StereoCompositePassNode;
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