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