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web-app/node_modules/three/examples/jsm/tsl/display/StereoCompositePassNode.js
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108
web-app/node_modules/three/examples/jsm/tsl/display/StereoCompositePassNode.js
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import { RenderTarget, StereoCamera, HalfFloatType, LinearFilter, NearestFilter, Vector2, PostProcessingUtils } from 'three';
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import { PassNode, QuadMesh, texture } from 'three/tsl';
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const _size = /*@__PURE__*/ new Vector2();
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const _quadMesh = /*@__PURE__*/ new QuadMesh();
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let _rendererState;
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class StereoCompositePassNode extends PassNode {
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static get type() {
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return 'StereoCompositePassNode';
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}
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constructor( scene, camera ) {
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super( PassNode.COLOR, scene, camera );
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this.isStereoCompositePassNode = true;
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this.stereo = new StereoCamera();
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const _params = { minFilter: LinearFilter, magFilter: NearestFilter, type: HalfFloatType };
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this._renderTargetL = new RenderTarget( 1, 1, _params );
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this._renderTargetR = new RenderTarget( 1, 1, _params );
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this._mapLeft = texture( this._renderTargetL.texture );
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this._mapRight = texture( this._renderTargetR.texture );
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this._material = null;
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}
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updateStereoCamera( coordinateSystem ) {
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this.stereo.cameraL.coordinateSystem = coordinateSystem;
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this.stereo.cameraR.coordinateSystem = coordinateSystem;
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this.stereo.update( this.camera );
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}
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setSize( width, height ) {
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super.setSize( width, height );
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this._renderTargetL.setSize( this.renderTarget.width, this.renderTarget.height );
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this._renderTargetR.setSize( this.renderTarget.width, this.renderTarget.height );
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}
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updateBefore( frame ) {
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const { renderer } = frame;
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const { scene, stereo, renderTarget } = this;
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_rendererState = PostProcessingUtils.resetRendererAndSceneState( renderer, scene, _rendererState );
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//
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this._pixelRatio = renderer.getPixelRatio();
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this.updateStereoCamera( renderer.coordinateSystem );
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const size = renderer.getSize( _size );
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this.setSize( size.width, size.height );
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// left
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renderer.setRenderTarget( this._renderTargetL );
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renderer.render( scene, stereo.cameraL );
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// right
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renderer.setRenderTarget( this._renderTargetR );
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renderer.render( scene, stereo.cameraR );
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// composite
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renderer.setRenderTarget( renderTarget );
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_quadMesh.material = this._material;
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_quadMesh.render( renderer );
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// restore
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PostProcessingUtils.restoreRendererState( renderer, scene, _rendererState );
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}
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dispose() {
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super.dispose();
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this._renderTargetL.dispose();
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this._renderTargetR.dispose();
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if ( this._material !== null ) {
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this._material.dispose();
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}
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}
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}
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export default StereoCompositePassNode;
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