Buckets:
| import { | |
| LinearFilter, | |
| NearestFilter, | |
| RGBAFormat, | |
| ShaderMaterial, | |
| StereoCamera, | |
| WebGLRenderTarget | |
| } from 'three'; | |
| import { FullScreenQuad } from '../postprocessing/Pass.js'; | |
| /** | |
| * A class that creates an parallax barrier effect. | |
| * | |
| * Note that this class can only be used with {@link WebGLRenderer}. | |
| * When using {@link WebGPURenderer}, use {@link ParallaxBarrierPassNode}. | |
| * | |
| * @three_import import { ParallaxBarrierEffect } from 'three/addons/effects/ParallaxBarrierEffect.js'; | |
| */ | |
| class ParallaxBarrierEffect { | |
| /** | |
| * Constructs a new parallax barrier effect. | |
| * | |
| * @param {WebGLRenderer} renderer - The renderer. | |
| */ | |
| constructor( renderer ) { | |
| const _stereo = new StereoCamera(); | |
| const _params = { minFilter: LinearFilter, magFilter: NearestFilter, format: RGBAFormat }; | |
| const _renderTargetL = new WebGLRenderTarget( 512, 512, _params ); | |
| const _renderTargetR = new WebGLRenderTarget( 512, 512, _params ); | |
| const _material = new ShaderMaterial( { | |
| uniforms: { | |
| 'mapLeft': { value: _renderTargetL.texture }, | |
| 'mapRight': { value: _renderTargetR.texture } | |
| }, | |
| vertexShader: [ | |
| 'varying vec2 vUv;', | |
| 'void main() {', | |
| ' vUv = vec2( uv.x, uv.y );', | |
| ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );', | |
| '}' | |
| ].join( '\n' ), | |
| fragmentShader: [ | |
| 'uniform sampler2D mapLeft;', | |
| 'uniform sampler2D mapRight;', | |
| 'varying vec2 vUv;', | |
| 'void main() {', | |
| ' vec2 uv = vUv;', | |
| ' if ( ( mod( gl_FragCoord.y, 2.0 ) ) > 1.00 ) {', | |
| ' gl_FragColor = texture2D( mapLeft, uv );', | |
| ' } else {', | |
| ' gl_FragColor = texture2D( mapRight, uv );', | |
| ' }', | |
| ' #include <tonemapping_fragment>', | |
| ' #include <colorspace_fragment>', | |
| '}' | |
| ].join( '\n' ) | |
| } ); | |
| const _quad = new FullScreenQuad( _material ); | |
| /** | |
| * Resizes the effect. | |
| * | |
| * @param {number} width - The width of the effect in logical pixels. | |
| * @param {number} height - The height of the effect in logical pixels. | |
| */ | |
| this.setSize = function ( width, height ) { | |
| renderer.setSize( width, height ); | |
| const pixelRatio = renderer.getPixelRatio(); | |
| _renderTargetL.setSize( width * pixelRatio, height * pixelRatio ); | |
| _renderTargetR.setSize( width * pixelRatio, height * pixelRatio ); | |
| }; | |
| /** | |
| * When using this effect, this method should be called instead of the | |
| * default {@link WebGLRenderer#render}. | |
| * | |
| * @param {Object3D} scene - The scene to render. | |
| * @param {Camera} camera - The camera. | |
| */ | |
| this.render = function ( scene, camera ) { | |
| const currentRenderTarget = renderer.getRenderTarget(); | |
| if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld(); | |
| if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld(); | |
| _stereo.update( camera ); | |
| renderer.setRenderTarget( _renderTargetL ); | |
| renderer.clear(); | |
| renderer.render( scene, _stereo.cameraL ); | |
| renderer.setRenderTarget( _renderTargetR ); | |
| renderer.clear(); | |
| renderer.render( scene, _stereo.cameraR ); | |
| renderer.setRenderTarget( null ); | |
| _quad.render( renderer ); | |
| renderer.setRenderTarget( currentRenderTarget ); | |
| }; | |
| /** | |
| * Frees internal resources. This method should be called | |
| * when the effect is no longer required. | |
| */ | |
| this.dispose = function () { | |
| _renderTargetL.dispose(); | |
| _renderTargetR.dispose(); | |
| _material.dispose(); | |
| _quad.dispose(); | |
| }; | |
| } | |
| } | |
| export { ParallaxBarrierEffect }; | |
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