任何人都可以解释 Three.js StereoEffect 的代码中发生了什么

Can anyone explain what is going on in this code for Three.js StereoEffect

懂立体渲染的大神能不能解释一下这几个函数是做什么用的来创建VR立体效果的。 three.js 库中几乎没有关于 StereoCamera(), setScissor(), setViewPort() 等函数的文档。

如果有任何形式的 high/low-level 解释,我将不胜感激。

此外,我遇到的一个错误是,当我尝试更改 eyeSep 值时,它对最终渲染没有影响。

/**
 * @author alteredq / http://alteredqualia.com/
 * @authod mrdoob / http://mrdoob.com/
 * @authod arodic / http://aleksandarrodic.com/
 * @authod fonserbc / http://fonserbc.github.io/
*/

THREE.StereoEffect = function ( renderer ) {

    var _stereo = new THREE.StereoCamera();
    _stereo.aspect = 0.5;
    var size = new THREE.Vector2();

    this.setEyeSeparation = function ( eyeSep ) {

        _stereo.eyeSep = eyeSep;

    };

    this.setSize = function ( width, height ) {

        renderer.setSize( width, height );

    };

    this.render = function ( scene, camera ) {

        scene.updateMatrixWorld();

        if ( camera.parent === null ) camera.updateMatrixWorld();

        _stereo.update( camera );

        renderer.getSize( size );

        if ( renderer.autoClear ) renderer.clear();
        renderer.setScissorTest( true );

        renderer.setScissor( 0, 0, size.width / 2, size.height );
        renderer.setViewport( 0, 0, size.width / 2, size.height );
        renderer.render( scene, _stereo.cameraL );

        renderer.setScissor( size.width / 2, 0, size.width / 2, size.height );
        renderer.setViewport( size.width / 2, 0, size.width / 2, size.height );
        renderer.render( scene, _stereo.cameraR );

        renderer.setScissorTest( false );

    };

};

module.exports = THREE.StereoEffect;

setScissorsetViewport

设置 canvas 的渲染区域。更具体地说,setViewport 设置如何从着色器的剪辑 space 转换为 canvas 像素的某些部分 space 和 setScissor 设置一个矩形,在该矩形之外无法呈现任何内容。

参见 this

否则 StereoCamera 只提供 2 个相距 eyeSep 的摄像头,因此您只需操作一个摄像头,PerspectiveCamera 然后 update StereoCamera,它会自动更新可用于渲染的 2 眼相机。

body { margin: 0; }
#c { width: 100vw; height: 100vh; display: block; }
#ui { position: absolute; left: 1em; top: 1em; }
<canvas id="c"></canvas>
<script type="module">
import * as THREE from 'https://threejsfundamentals.org/threejs/resources/threejs/r115/build/three.module.js';
import {GUI} from 'https://threejsfundamentals.org/threejs/../3rdparty/dat.gui.module.js';

function main() {
  const canvas = document.querySelector('#c');
  const renderer = new THREE.WebGLRenderer({canvas});

  const fov = 75;
  const aspect = 2;  // the canvas default
  const near = 0.1;
  const far = 5;
  const camera = new THREE.PerspectiveCamera(fov, aspect, near, far);
  camera.position.z = 2;
  
  const stereo = new THREE.StereoCamera();

  const gui = new GUI();
  gui.add(stereo, 'eyeSep', 0, 2, 0.001);

  const scene = new THREE.Scene();

  {
    const color = 0xFFFFFF;
    const intensity = 1;
    const light = new THREE.DirectionalLight(color, intensity);
    light.position.set(-1, 2, 4);
    scene.add(light);
  }

  const geometry = new THREE.SphereBufferGeometry(0.5, 6, 3);

  function makeInstance(geometry, color, x) {
    const material = new THREE.MeshPhongMaterial({color, flatShading: true});

    const cube = new THREE.Mesh(geometry, material);
    scene.add(cube);

    cube.position.x = x;

    return cube;
  }

  const cubes = [
    makeInstance(geometry, 0x44aa88,  0),
    makeInstance(geometry, 0x8844aa, -1),
    makeInstance(geometry, 0xaa8844,  1),
  ];

  function resizeRendererToDisplaySize(renderer) {
    const canvas = renderer.domElement;
    const width = canvas.clientWidth;
    const height = canvas.clientHeight;
    const needResize = canvas.width !== width || canvas.height !== height;
    if (needResize) {
      renderer.setSize(width, height, false);
    }
    return needResize;
  }

  function render(time) {
    time *= 0.001;

    if (resizeRendererToDisplaySize(renderer)) {
      const canvas = renderer.domElement;
      camera.aspect = canvas.clientWidth / canvas.clientHeight / 2;  
      camera.updateProjectionMatrix();
    }

    cubes.forEach((cube, ndx) => {
      const speed = 1 + ndx * .1;
      const rot = time * speed;
      cube.rotation.x = rot;
      cube.rotation.y = rot;
    });

    {
        // we need to manually update camera matrix
        // because it will not be passed directly to
        // renderer.render were it would normally be
        // updated

        camera.updateWorldMatrix();
        stereo.update(camera);

        const size = new THREE.Vector2();
        renderer.getSize(size);

        renderer.setScissorTest(true);

        renderer.setScissor(0, 0, size.width / 2, size.height);
        renderer.setViewport(0, 0, size.width / 2, size.height);
        renderer.render(scene, stereo.cameraL);

        renderer.setScissor(size.width / 2, 0, size.width / 2, size.height);
        renderer.setViewport(size.width / 2, 0, size.width / 2, size.height);
        renderer.render(scene, stereo.cameraR);

        renderer.setScissorTest(false);
    }

    requestAnimationFrame(render);
  }

  requestAnimationFrame(render);
}

main();
</script>