📄 StereoCompositePassNode.js
¶
📊 Analysis Summary¶
Metric | Count |
---|---|
🔧 Functions | 4 |
🧱 Classes | 1 |
📦 Imports | 10 |
📊 Variables & Constants | 4 |
📚 Table of Contents¶
🛠️ File Location:¶
📂 examples/jsm/tsl/display/StereoCompositePassNode.js
📦 Imports¶
Name | Source |
---|---|
RenderTarget |
three/webgpu |
StereoCamera |
three/webgpu |
HalfFloatType |
three/webgpu |
LinearFilter |
three/webgpu |
NearestFilter |
three/webgpu |
Vector2 |
three/webgpu |
PassNode |
three/webgpu |
QuadMesh |
three/webgpu |
RendererUtils |
three/webgpu |
texture |
three/tsl |
Variables & Constants¶
Name | Type | Kind | Value | Exported |
---|---|---|---|---|
_size |
any |
let/var | new Vector2() |
✗ |
_quadMesh |
any |
let/var | new QuadMesh() |
✗ |
_rendererState |
any |
let/var | *not shown* |
✗ |
_params |
{ minFilter: any; magFilter: any; typ... |
let/var | { minFilter: LinearFilter, magFilter: NearestFilter, type: HalfFloatType } |
✗ |
Functions¶
StereoCompositePassNode.updateStereoCamera(coordinateSystem: number): void
¶
JSDoc:
/**
* Updates the internal stereo camera.
*
* @param {number} coordinateSystem - The current coordinate system.
*/
Parameters:
coordinateSystem
number
Returns: void
Calls:
this.stereo.update
Code
StereoCompositePassNode.setSize(width: number, height: number): void
¶
JSDoc:
/**
* Sets the size of the pass.
*
* @param {number} width - The width of the pass.
* @param {number} height - The height of the pass.
*/
Parameters:
width
number
height
number
Returns: void
Calls:
super.setSize
this._renderTargetL.setSize
this._renderTargetR.setSize
Code
StereoCompositePassNode.updateBefore(frame: NodeFrame): void
¶
JSDoc:
/**
* This method is used to render the effect once per frame.
*
* @param {NodeFrame} frame - The current node frame.
*/
Parameters:
frame
NodeFrame
Returns: void
Calls:
RendererUtils.resetRendererState
renderer.getPixelRatio
this.updateStereoCamera
renderer.getSize
this.setSize
renderer.setRenderTarget
renderer.render
_quadMesh.render
RendererUtils.restoreRendererState
Internal Comments:
Code
updateBefore( frame ) {
const { renderer } = frame;
const { scene, stereo, renderTarget } = this;
_rendererState = RendererUtils.resetRendererState( renderer, _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
RendererUtils.restoreRendererState( renderer, _rendererState );
}
StereoCompositePassNode.dispose(): void
¶
JSDoc:
/**
* Frees internal resources. This method should be called
* when the pass is no longer required.
*/
Returns: void
Calls:
super.dispose
this._renderTargetL.dispose
this._renderTargetR.dispose
this._material.dispose
Code
Classes¶
StereoCompositePassNode
¶
Class Code
class StereoCompositePassNode extends PassNode {
static get type() {
return 'StereoCompositePassNode';
}
/**
* Constructs a new stereo composite 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.isStereoCompositePassNode = true;
/**
* The internal stereo camera that is used to render the scene.
*
* @type {StereoCamera}
*/
this.stereo = new StereoCamera();
const _params = { minFilter: LinearFilter, magFilter: NearestFilter, type: HalfFloatType };
/**
* The render target for rendering the left eye's view.
*
* @type {RenderTarget}
*/
this._renderTargetL = new RenderTarget( 1, 1, _params );
/**
* The render target for rendering the right eye's view.
*
* @type {RenderTarget}
*/
this._renderTargetR = new RenderTarget( 1, 1, _params );
/**
* A texture node representing the left's eye view.
*
* @type {TextureNode}
*/
this._mapLeft = texture( this._renderTargetL.texture );
/**
* A texture node representing the right's eye view.
*
* @type {TextureNode}
*/
this._mapRight = texture( this._renderTargetR.texture );
/**
* The node material that implements the composite. All
* derived effect passes must provide an instance for rendering.
*
* @type {NodeMaterial}
*/
this._material = null;
}
/**
* Updates the internal stereo camera.
*
* @param {number} coordinateSystem - The current coordinate system.
*/
updateStereoCamera( coordinateSystem ) {
this.stereo.cameraL.coordinateSystem = coordinateSystem;
this.stereo.cameraR.coordinateSystem = coordinateSystem;
this.stereo.update( this.camera );
}
/**
* Sets the size of the pass.
*
* @param {number} width - The width of the pass.
* @param {number} height - The height of the pass.
*/
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 );
}
/**
* This method is used to render the effect once per frame.
*
* @param {NodeFrame} frame - The current node frame.
*/
updateBefore( frame ) {
const { renderer } = frame;
const { scene, stereo, renderTarget } = this;
_rendererState = RendererUtils.resetRendererState( renderer, _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
RendererUtils.restoreRendererState( renderer, _rendererState );
}
/**
* Frees internal resources. This method should be called
* when the pass is no longer required.
*/
dispose() {
super.dispose();
this._renderTargetL.dispose();
this._renderTargetR.dispose();
if ( this._material !== null ) {
this._material.dispose();
}
}
}
Methods¶
updateStereoCamera(coordinateSystem: number): void
¶
Code
setSize(width: number, height: number): void
¶
Code
updateBefore(frame: NodeFrame): void
¶
Code
updateBefore( frame ) {
const { renderer } = frame;
const { scene, stereo, renderTarget } = this;
_rendererState = RendererUtils.resetRendererState( renderer, _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
RendererUtils.restoreRendererState( renderer, _rendererState );
}