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- 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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