@needle-tools/three
Version:
JavaScript 3D library
84 lines (51 loc) • 2.15 kB
JavaScript
import { nodeObject } from '../tsl/TSLBase.js';
import PassNode from './PassNode.js';
import { Vector2 } from '../../math/Vector2.js';
import { StereoCamera } from '../../cameras/StereoCamera.js';
const _size = /*@__PURE__*/ new Vector2();
class StereoPassNode extends PassNode {
static get type() {
return 'StereoPassNode';
}
constructor( scene, camera ) {
super( PassNode.COLOR, scene, camera );
this.isStereoPassNode = true;
this.stereo = new StereoCamera();
this.stereo.aspect = 0.5;
}
updateBefore( frame ) {
const { renderer } = frame;
const { scene, camera, stereo, renderTarget } = this;
this._pixelRatio = renderer.getPixelRatio();
stereo.cameraL.coordinateSystem = renderer.coordinateSystem;
stereo.cameraR.coordinateSystem = renderer.coordinateSystem;
stereo.update( camera );
const size = renderer.getSize( _size );
this.setSize( size.width, size.height );
const currentAutoClear = renderer.autoClear;
renderer.autoClear = false;
const currentRenderTarget = renderer.getRenderTarget();
const currentMRT = renderer.getMRT();
this._cameraNear.value = camera.near;
this._cameraFar.value = camera.far;
for ( const name in this._previousTextures ) {
this.toggleTexture( name );
}
renderer.setRenderTarget( renderTarget );
renderer.setMRT( this._mrt );
renderer.clear();
renderTarget.scissorTest = true;
renderTarget.scissor.set( 0, 0, renderTarget.width / 2, renderTarget.height );
renderTarget.viewport.set( 0, 0, renderTarget.width / 2, renderTarget.height );
renderer.render( scene, stereo.cameraL );
renderTarget.scissor.set( renderTarget.width / 2, 0, renderTarget.width / 2, renderTarget.height );
renderTarget.viewport.set( renderTarget.width / 2, 0, renderTarget.width / 2, renderTarget.height );
renderer.render( scene, stereo.cameraR );
renderTarget.scissorTest = false;
renderer.setRenderTarget( currentRenderTarget );
renderer.setMRT( currentMRT );
renderer.autoClear = currentAutoClear;
}
}
export default StereoPassNode;
export const stereoPass = ( scene, camera ) => nodeObject( new StereoPassNode( scene, camera ) );