ParallaxBarrierEffect.js 3.3 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153
  1. import {
  2. LinearFilter,
  3. NearestFilter,
  4. RGBAFormat,
  5. ShaderMaterial,
  6. StereoCamera,
  7. WebGLRenderTarget
  8. } from 'three';
  9. import { FullScreenQuad } from '../postprocessing/Pass.js';
  10. /**
  11. * A class that creates an parallax barrier effect.
  12. *
  13. * Note that this class can only be used with {@link WebGLRenderer}.
  14. * When using {@link WebGPURenderer}, use {@link ParallaxBarrierPassNode}.
  15. */
  16. class ParallaxBarrierEffect {
  17. /**
  18. * Constructs a new parallax barrier effect.
  19. *
  20. * @param {WebGLRenderer} renderer - The renderer.
  21. */
  22. constructor( renderer ) {
  23. const _stereo = new StereoCamera();
  24. const _params = { minFilter: LinearFilter, magFilter: NearestFilter, format: RGBAFormat };
  25. const _renderTargetL = new WebGLRenderTarget( 512, 512, _params );
  26. const _renderTargetR = new WebGLRenderTarget( 512, 512, _params );
  27. const _material = new ShaderMaterial( {
  28. uniforms: {
  29. 'mapLeft': { value: _renderTargetL.texture },
  30. 'mapRight': { value: _renderTargetR.texture }
  31. },
  32. vertexShader: [
  33. 'varying vec2 vUv;',
  34. 'void main() {',
  35. ' vUv = vec2( uv.x, uv.y );',
  36. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  37. '}'
  38. ].join( '\n' ),
  39. fragmentShader: [
  40. 'uniform sampler2D mapLeft;',
  41. 'uniform sampler2D mapRight;',
  42. 'varying vec2 vUv;',
  43. 'void main() {',
  44. ' vec2 uv = vUv;',
  45. ' if ( ( mod( gl_FragCoord.y, 2.0 ) ) > 1.00 ) {',
  46. ' gl_FragColor = texture2D( mapLeft, uv );',
  47. ' } else {',
  48. ' gl_FragColor = texture2D( mapRight, uv );',
  49. ' }',
  50. ' #include <tonemapping_fragment>',
  51. ' #include <colorspace_fragment>',
  52. '}'
  53. ].join( '\n' )
  54. } );
  55. const _quad = new FullScreenQuad( _material );
  56. /**
  57. * Resizes the effect.
  58. *
  59. * @param {number} width - The width of the effect in logical pixels.
  60. * @param {number} height - The height of the effect in logical pixels.
  61. */
  62. this.setSize = function ( width, height ) {
  63. renderer.setSize( width, height );
  64. const pixelRatio = renderer.getPixelRatio();
  65. _renderTargetL.setSize( width * pixelRatio, height * pixelRatio );
  66. _renderTargetR.setSize( width * pixelRatio, height * pixelRatio );
  67. };
  68. /**
  69. * When using this effect, this method should be called instead of the
  70. * default {@link WebGLRenderer#render}.
  71. *
  72. * @param {Object3D} scene - The scene to render.
  73. * @param {Camera} camera - The camera.
  74. */
  75. this.render = function ( scene, camera ) {
  76. const currentRenderTarget = renderer.getRenderTarget();
  77. if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
  78. if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
  79. _stereo.update( camera );
  80. renderer.setRenderTarget( _renderTargetL );
  81. renderer.clear();
  82. renderer.render( scene, _stereo.cameraL );
  83. renderer.setRenderTarget( _renderTargetR );
  84. renderer.clear();
  85. renderer.render( scene, _stereo.cameraR );
  86. renderer.setRenderTarget( null );
  87. _quad.render( renderer );
  88. renderer.setRenderTarget( currentRenderTarget );
  89. };
  90. /**
  91. * Frees internal resources. This method should be called
  92. * when the effect is no longer required.
  93. */
  94. this.dispose = function () {
  95. _renderTargetL.dispose();
  96. _renderTargetR.dispose();
  97. _material.dispose();
  98. _quad.dispose();
  99. };
  100. }
  101. }
  102. export { ParallaxBarrierEffect };
粤ICP备19079148号