ParallaxBarrierEffect.js 3.4 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155
  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. * @three_import import { ParallaxBarrierEffect } from 'three/addons/effects/ParallaxBarrierEffect.js';
  17. */
  18. class ParallaxBarrierEffect {
  19. /**
  20. * Constructs a new parallax barrier effect.
  21. *
  22. * @param {WebGLRenderer} renderer - The renderer.
  23. */
  24. constructor( renderer ) {
  25. const _stereo = new StereoCamera();
  26. const _params = { minFilter: LinearFilter, magFilter: NearestFilter, format: RGBAFormat };
  27. const _renderTargetL = new WebGLRenderTarget( 512, 512, _params );
  28. const _renderTargetR = new WebGLRenderTarget( 512, 512, _params );
  29. const _material = new ShaderMaterial( {
  30. uniforms: {
  31. 'mapLeft': { value: _renderTargetL.texture },
  32. 'mapRight': { value: _renderTargetR.texture }
  33. },
  34. vertexShader: [
  35. 'varying vec2 vUv;',
  36. 'void main() {',
  37. ' vUv = vec2( uv.x, uv.y );',
  38. ' gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );',
  39. '}'
  40. ].join( '\n' ),
  41. fragmentShader: [
  42. 'uniform sampler2D mapLeft;',
  43. 'uniform sampler2D mapRight;',
  44. 'varying vec2 vUv;',
  45. 'void main() {',
  46. ' vec2 uv = vUv;',
  47. ' if ( ( mod( gl_FragCoord.y, 2.0 ) ) > 1.00 ) {',
  48. ' gl_FragColor = texture2D( mapLeft, uv );',
  49. ' } else {',
  50. ' gl_FragColor = texture2D( mapRight, uv );',
  51. ' }',
  52. ' #include <tonemapping_fragment>',
  53. ' #include <colorspace_fragment>',
  54. '}'
  55. ].join( '\n' )
  56. } );
  57. const _quad = new FullScreenQuad( _material );
  58. /**
  59. * Resizes the effect.
  60. *
  61. * @param {number} width - The width of the effect in logical pixels.
  62. * @param {number} height - The height of the effect in logical pixels.
  63. */
  64. this.setSize = function ( width, height ) {
  65. renderer.setSize( width, height );
  66. const pixelRatio = renderer.getPixelRatio();
  67. _renderTargetL.setSize( width * pixelRatio, height * pixelRatio );
  68. _renderTargetR.setSize( width * pixelRatio, height * pixelRatio );
  69. };
  70. /**
  71. * When using this effect, this method should be called instead of the
  72. * default {@link WebGLRenderer#render}.
  73. *
  74. * @param {Object3D} scene - The scene to render.
  75. * @param {Camera} camera - The camera.
  76. */
  77. this.render = function ( scene, camera ) {
  78. const currentRenderTarget = renderer.getRenderTarget();
  79. if ( scene.matrixWorldAutoUpdate === true ) scene.updateMatrixWorld();
  80. if ( camera.parent === null && camera.matrixWorldAutoUpdate === true ) camera.updateMatrixWorld();
  81. _stereo.update( camera );
  82. renderer.setRenderTarget( _renderTargetL );
  83. renderer.clear();
  84. renderer.render( scene, _stereo.cameraL );
  85. renderer.setRenderTarget( _renderTargetR );
  86. renderer.clear();
  87. renderer.render( scene, _stereo.cameraR );
  88. renderer.setRenderTarget( null );
  89. _quad.render( renderer );
  90. renderer.setRenderTarget( currentRenderTarget );
  91. };
  92. /**
  93. * Frees internal resources. This method should be called
  94. * when the effect is no longer required.
  95. */
  96. this.dispose = function () {
  97. _renderTargetL.dispose();
  98. _renderTargetR.dispose();
  99. _material.dispose();
  100. _quad.dispose();
  101. };
  102. }
  103. }
  104. export { ParallaxBarrierEffect };