@needle-tools/three
Version:
JavaScript 3D library
111 lines (65 loc) • 2.56 kB
JavaScript
import PassNode from './PassNode.js';
import { StereoCamera } from '../../cameras/StereoCamera.js';
import { HalfFloatType, LinearFilter, NearestFilter } from '../../constants.js';
import { RenderTarget } from '../../core/RenderTarget.js';
import { texture } from '../accessors/TextureNode.js';
import { Vector2 } from '../../math/Vector2.js';
import QuadMesh from '../../renderers/common/QuadMesh.js';
const _size = /*@__PURE__*/ new Vector2();
const _quadMesh = /*@__PURE__*/ new QuadMesh();
class StereoCompositePassNode extends PassNode {
static get type() {
return 'StereoCompositePassNode';
}
constructor( scene, camera ) {
super( PassNode.COLOR, scene, camera );
this.isStereoCompositePassNode = true;
this.stereo = new StereoCamera();
const _params = { minFilter: LinearFilter, magFilter: NearestFilter, type: HalfFloatType };
this._renderTargetL = new RenderTarget( 1, 1, _params );
this._renderTargetR = new RenderTarget( 1, 1, _params );
this._mapLeft = texture( this._renderTargetL.texture );
this._mapRight = texture( this._renderTargetR.texture );
this._material = null;
}
updateStereoCamera( coordinateSystem ) {
this.stereo.cameraL.coordinateSystem = coordinateSystem;
this.stereo.cameraR.coordinateSystem = coordinateSystem;
this.stereo.update( this.camera );
}
setSize( width, height ) {
super.setSize( width, height );
this._renderTargetL.setSize( this.renderTarget.width, this.renderTarget.height );
this._renderTargetR.setSize( this.renderTarget.width, this.renderTarget.height );
}
updateBefore( frame ) {
const { renderer } = frame;
const { scene, stereo, renderTarget } = this;
this._pixelRatio = renderer.getPixelRatio();
this.updateStereoCamera( renderer.coordinateSystem );
const size = renderer.getSize( _size );
this.setSize( size.width, size.height );
const currentRenderTarget = renderer.getRenderTarget();
// left
renderer.setRenderTarget( this._renderTargetL );
renderer.render( scene, stereo.cameraL );
// right
renderer.setRenderTarget( this._renderTargetR );
renderer.render( scene, stereo.cameraR );
// composite
renderer.setRenderTarget( renderTarget );
_quadMesh.material = this._material;
_quadMesh.render( renderer );
// restore
renderer.setRenderTarget( currentRenderTarget );
}
dispose() {
super.dispose();
this._renderTargetL.dispose();
this._renderTargetR.dispose();
if ( this._material !== null ) {
this._material.dispose();
}
}
}
export default StereoCompositePassNode;