StereoPassNode.js 2.8 KB

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  1. import { StereoCamera, Vector2, PassNode, RendererUtils } from 'three/webgpu';
  2. const _size = /*@__PURE__*/ new Vector2();
  3. let _rendererState;
  4. /**
  5. * A special render pass node that renders the scene as a stereoscopic image.
  6. *
  7. * @augments PassNode
  8. * @three_import import { stereoPass } from 'three/addons/tsl/display/StereoPassNode.js';
  9. */
  10. class StereoPassNode extends PassNode {
  11. static get type() {
  12. return 'StereoPassNode';
  13. }
  14. /**
  15. * Constructs a new stereo pass node.
  16. *
  17. * @param {Scene} scene - The scene to render.
  18. * @param {Camera} camera - The camera to render the scene with.
  19. */
  20. constructor( scene, camera ) {
  21. super( PassNode.COLOR, scene, camera );
  22. /**
  23. * This flag can be used for type testing.
  24. *
  25. * @type {boolean}
  26. * @readonly
  27. * @default true
  28. */
  29. this.isStereoPassNode = true;
  30. /**
  31. * The internal stereo camera that is used to render the scene.
  32. *
  33. * @type {StereoCamera}
  34. */
  35. this.stereo = new StereoCamera();
  36. this.stereo.aspect = 0.5;
  37. }
  38. /**
  39. * This method is used to render the stereo effect once per frame.
  40. *
  41. * @param {NodeFrame} frame - The current node frame.
  42. */
  43. updateBefore( frame ) {
  44. const { renderer } = frame;
  45. const { scene, camera, stereo, renderTarget } = this;
  46. _rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
  47. //
  48. this._pixelRatio = renderer.getPixelRatio();
  49. stereo.cameraL.coordinateSystem = renderer.coordinateSystem;
  50. stereo.cameraR.coordinateSystem = renderer.coordinateSystem;
  51. stereo.update( camera );
  52. const size = renderer.getSize( _size );
  53. this.setSize( size.width, size.height );
  54. renderer.autoClear = false;
  55. this._cameraNear.value = camera.near;
  56. this._cameraFar.value = camera.far;
  57. for ( const name in this._previousTextures ) {
  58. this.toggleTexture( name );
  59. }
  60. renderer.setRenderTarget( renderTarget );
  61. renderer.setMRT( this._mrt );
  62. renderer.clear();
  63. renderTarget.scissorTest = true;
  64. renderTarget.scissor.set( 0, 0, renderTarget.width / 2, renderTarget.height );
  65. renderTarget.viewport.set( 0, 0, renderTarget.width / 2, renderTarget.height );
  66. renderer.render( scene, stereo.cameraL );
  67. renderTarget.scissor.set( renderTarget.width / 2, 0, renderTarget.width / 2, renderTarget.height );
  68. renderTarget.viewport.set( renderTarget.width / 2, 0, renderTarget.width / 2, renderTarget.height );
  69. renderer.render( scene, stereo.cameraR );
  70. renderTarget.scissorTest = false;
  71. // restore
  72. RendererUtils.restoreRendererState( renderer, _rendererState );
  73. }
  74. }
  75. export default StereoPassNode;
  76. /**
  77. * TSL function for creating a stereo pass node for stereoscopic rendering.
  78. *
  79. * @tsl
  80. * @function
  81. * @param {Scene} scene - The scene to render.
  82. * @param {Camera} camera - The camera to render the scene with.
  83. * @returns {StereoPassNode}
  84. */
  85. export const stereoPass = ( scene, camera ) => new StereoPassNode( scene, camera );
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