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rafaeldpsilva
2025-12-10 12:32:12 +00:00
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import { RenderTarget, StereoCamera, HalfFloatType, LinearFilter, NearestFilter, Vector2, PostProcessingUtils } from 'three';
import { PassNode, QuadMesh, texture } from 'three/tsl';
const _size = /*@__PURE__*/ new Vector2();
const _quadMesh = /*@__PURE__*/ new QuadMesh();
let _rendererState;
class StereoCompositePassNode extends PassNode {
static get type() {
return 'StereoCompositePassNode';
}
constructor( scene, camera ) {
super( PassNode.COLOR, scene, camera );
this.isStereoCompositePassNode = true;
this.stereo = new StereoCamera();
const _params = { minFilter: LinearFilter, magFilter: NearestFilter, type: HalfFloatType };
this._renderTargetL = new RenderTarget( 1, 1, _params );
this._renderTargetR = new RenderTarget( 1, 1, _params );
this._mapLeft = texture( this._renderTargetL.texture );
this._mapRight = texture( this._renderTargetR.texture );
this._material = null;
}
updateStereoCamera( coordinateSystem ) {
this.stereo.cameraL.coordinateSystem = coordinateSystem;
this.stereo.cameraR.coordinateSystem = coordinateSystem;
this.stereo.update( this.camera );
}
setSize( width, height ) {
super.setSize( width, height );
this._renderTargetL.setSize( this.renderTarget.width, this.renderTarget.height );
this._renderTargetR.setSize( this.renderTarget.width, this.renderTarget.height );
}
updateBefore( frame ) {
const { renderer } = frame;
const { scene, stereo, renderTarget } = this;
_rendererState = PostProcessingUtils.resetRendererAndSceneState( renderer, scene, _rendererState );
//
this._pixelRatio = renderer.getPixelRatio();
this.updateStereoCamera( renderer.coordinateSystem );
const size = renderer.getSize( _size );
this.setSize( size.width, size.height );
// left
renderer.setRenderTarget( this._renderTargetL );
renderer.render( scene, stereo.cameraL );
// right
renderer.setRenderTarget( this._renderTargetR );
renderer.render( scene, stereo.cameraR );
// composite
renderer.setRenderTarget( renderTarget );
_quadMesh.material = this._material;
_quadMesh.render( renderer );
// restore
PostProcessingUtils.restoreRendererState( renderer, scene, _rendererState );
}
dispose() {
super.dispose();
this._renderTargetL.dispose();
this._renderTargetR.dispose();
if ( this._material !== null ) {
this._material.dispose();
}
}
}
export default StereoCompositePassNode;