MCP 3D Printer Server

by DMontgomery40
Verified
import { LinearFilter, NearestFilter, RGBAFormat, ShaderMaterial, StereoCamera, WebGLRenderTarget } from 'three'; import { FullScreenQuad } from '../postprocessing/Pass.js'; class ParallaxBarrierEffect { 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 ); 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 ); }; 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 ); }; this.dispose = function () { _renderTargetL.dispose(); _renderTargetR.dispose(); _material.dispose(); _quad.dispose(); }; } } export { ParallaxBarrierEffect };