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120
node_modules/three/examples/jsm/tsl/display/StereoPassNode.js
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120
node_modules/three/examples/jsm/tsl/display/StereoPassNode.js
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import { StereoCamera, Vector2, PassNode, RendererUtils } from 'three/webgpu';
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import { nodeObject } from 'three/tsl';
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const _size = /*@__PURE__*/ new Vector2();
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let _rendererState;
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/**
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* A special render pass node that renders the scene as a stereoscopic image.
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*
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* @augments PassNode
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* @three_import import { stereoPass } from 'three/addons/tsl/display/StereoPassNode.js';
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*/
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class StereoPassNode extends PassNode {
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static get type() {
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return 'StereoPassNode';
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}
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/**
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* Constructs a new stereo pass node.
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*
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* @param {Scene} scene - The scene to render.
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* @param {Camera} camera - The camera to render the scene with.
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*/
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constructor( scene, camera ) {
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super( PassNode.COLOR, scene, camera );
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/**
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* This flag can be used for type testing.
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*
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* @type {boolean}
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* @readonly
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* @default true
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*/
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this.isStereoPassNode = true;
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/**
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* The internal stereo camera that is used to render the scene.
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*
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* @type {StereoCamera}
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*/
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this.stereo = new StereoCamera();
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this.stereo.aspect = 0.5;
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}
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/**
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* This method is used to render the stereo effect once per frame.
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*
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* @param {NodeFrame} frame - The current node frame.
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*/
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updateBefore( frame ) {
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const { renderer } = frame;
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const { scene, camera, stereo, renderTarget } = this;
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_rendererState = RendererUtils.resetRendererState( renderer, _rendererState );
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//
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this._pixelRatio = renderer.getPixelRatio();
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stereo.cameraL.coordinateSystem = renderer.coordinateSystem;
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stereo.cameraR.coordinateSystem = renderer.coordinateSystem;
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stereo.update( camera );
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const size = renderer.getSize( _size );
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this.setSize( size.width, size.height );
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renderer.autoClear = false;
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this._cameraNear.value = camera.near;
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this._cameraFar.value = camera.far;
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for ( const name in this._previousTextures ) {
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this.toggleTexture( name );
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}
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renderer.setRenderTarget( renderTarget );
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renderer.setMRT( this._mrt );
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renderer.clear();
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renderTarget.scissorTest = true;
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renderTarget.scissor.set( 0, 0, renderTarget.width / 2, renderTarget.height );
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renderTarget.viewport.set( 0, 0, renderTarget.width / 2, renderTarget.height );
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renderer.render( scene, stereo.cameraL );
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renderTarget.scissor.set( renderTarget.width / 2, 0, renderTarget.width / 2, renderTarget.height );
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renderTarget.viewport.set( renderTarget.width / 2, 0, renderTarget.width / 2, renderTarget.height );
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renderer.render( scene, stereo.cameraR );
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renderTarget.scissorTest = false;
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// restore
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RendererUtils.restoreRendererState( renderer, _rendererState );
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}
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}
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export default StereoPassNode;
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/**
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* TSL function for creating a stereo pass node for stereoscopic rendering.
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*
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* @tsl
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* @function
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* @param {Scene} scene - The scene to render.
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* @param {Camera} camera - The camera to render the scene with.
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* @returns {StereoPassNode}
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*/
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export const stereoPass = ( scene, camera ) => nodeObject( new StereoPassNode( scene, camera ) );
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