You can not select more than 25 topics
Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
155 lines
3.4 KiB
155 lines
3.4 KiB
6 months ago
|
import {
|
||
|
LinearFilter,
|
||
|
Matrix3,
|
||
|
Mesh,
|
||
|
NearestFilter,
|
||
|
OrthographicCamera,
|
||
|
PlaneGeometry,
|
||
|
RGBAFormat,
|
||
|
Scene,
|
||
|
ShaderMaterial,
|
||
|
StereoCamera,
|
||
|
WebGLRenderTarget
|
||
|
} from 'three';
|
||
|
|
||
|
class AnaglyphEffect {
|
||
|
|
||
|
constructor( renderer, width = 512, height = 512 ) {
|
||
|
|
||
|
// Dubois matrices from https://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.7.6968&rep=rep1&type=pdf#page=4
|
||
|
|
||
|
this.colorMatrixLeft = new Matrix3().fromArray( [
|
||
|
0.456100, - 0.0400822, - 0.0152161,
|
||
|
0.500484, - 0.0378246, - 0.0205971,
|
||
|
0.176381, - 0.0157589, - 0.00546856
|
||
|
] );
|
||
|
|
||
|
this.colorMatrixRight = new Matrix3().fromArray( [
|
||
|
- 0.0434706, 0.378476, - 0.0721527,
|
||
|
- 0.0879388, 0.73364, - 0.112961,
|
||
|
- 0.00155529, - 0.0184503, 1.2264
|
||
|
] );
|
||
|
|
||
|
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( width, height, _params );
|
||
|
const _renderTargetR = new WebGLRenderTarget( width, height, _params );
|
||
|
|
||
|
const _material = new ShaderMaterial( {
|
||
|
|
||
|
uniforms: {
|
||
|
|
||
|
'mapLeft': { value: _renderTargetL.texture },
|
||
|
'mapRight': { value: _renderTargetR.texture },
|
||
|
|
||
|
'colorMatrixLeft': { value: this.colorMatrixLeft },
|
||
|
'colorMatrixRight': { value: this.colorMatrixRight }
|
||
|
|
||
|
},
|
||
|
|
||
|
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;',
|
||
|
|
||
|
'uniform mat3 colorMatrixLeft;',
|
||
|
'uniform mat3 colorMatrixRight;',
|
||
|
|
||
|
'void main() {',
|
||
|
|
||
|
' vec2 uv = vUv;',
|
||
|
|
||
|
' vec4 colorL = texture2D( mapLeft, uv );',
|
||
|
' vec4 colorR = texture2D( mapRight, uv );',
|
||
|
|
||
|
' vec3 color = clamp(',
|
||
|
' colorMatrixLeft * colorL.rgb +',
|
||
|
' colorMatrixRight * colorR.rgb, 0., 1. );',
|
||
|
|
||
|
' gl_FragColor = vec4(',
|
||
|
' color.r, color.g, color.b,',
|
||
|
' max( colorL.a, colorR.a ) );',
|
||
|
|
||
|
' #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 ) {
|
||
|
|
||
|
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 );
|
||
|
renderer.render( _scene, _camera );
|
||
|
|
||
|
renderer.setRenderTarget( currentRenderTarget );
|
||
|
|
||
|
};
|
||
|
|
||
|
this.dispose = function () {
|
||
|
|
||
|
_renderTargetL.dispose();
|
||
|
_renderTargetR.dispose();
|
||
|
_mesh.geometry.dispose();
|
||
|
_mesh.material.dispose();
|
||
|
|
||
|
};
|
||
|
|
||
|
}
|
||
|
|
||
|
}
|
||
|
|
||
|
export { AnaglyphEffect };
|