120 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
		
		
			
		
	
	
			120 lines
		
	
	
		
			2.4 KiB
		
	
	
	
		
			JavaScript
		
	
	
	
	
	
|  | import { | ||
|  | 	LinearFilter, | ||
|  | 	Mesh, | ||
|  | 	NearestFilter, | ||
|  | 	OrthographicCamera, | ||
|  | 	PlaneGeometry, | ||
|  | 	RGBAFormat, | ||
|  | 	Scene, | ||
|  | 	ShaderMaterial, | ||
|  | 	StereoCamera, | ||
|  | 	WebGLRenderTarget | ||
|  | } from 'three'; | ||
|  | 
 | ||
|  | class ParallaxBarrierEffect { | ||
|  | 
 | ||
|  | 	constructor( renderer ) { | ||
|  | 
 | ||
|  | 		const _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 ); | ||
|  | 
 | ||
|  | 		const _scene = new Scene(); | ||
|  | 
 | ||
|  | 		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 mesh = new Mesh( new PlaneGeometry( 2, 2 ), _material ); | ||
|  | 		_scene.add( mesh ); | ||
|  | 
 | ||
|  | 		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 ) { | ||
|  | 
 | ||
|  | 			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 ); | ||
|  | 			renderer.render( _scene, _camera ); | ||
|  | 
 | ||
|  | 		}; | ||
|  | 
 | ||
|  | 	} | ||
|  | 
 | ||
|  | } | ||
|  | 
 | ||
|  | export { ParallaxBarrierEffect }; |